Author Topic: The new and improved 3D model topic!  (Read 4694179 times)

look guys cylinders and a prism!


Square /=/ complex
look closely and you can see that the roads have actual curves.

look guys cylinders and a prism!

look closely and you can see that the roads have actual curves.
Are those the whack sponge things.

Are those the whack sponge things.
replacement's for Slayer's hammer flag, though they'd probably make pretty good stuff whackers too.

Square /=/ complex
I meant the sheer amount of shapes and vertices I experimented with, not the squares.


I took the cube, and split it till there was 16x16 on every side, then I selected every individual cube and scaled the UV of that cube to 0, then I put it on the TNT texture, and I get this

« Last Edit: September 11, 2011, 09:01:18 PM by soba »

I took the cube, and split it till there was 16x16 on every side, then I selected every individual cube and scaled the UV of that cube to 0, then I put it on the TNT texture, and I get this
Add the texture through the texture panel, then under Image Sampling just disable MIP Map and change the filer from EWA to box. That'll keep the pixelation.

I get this when applying a texture to something


I get this when applying a texture to something
Because you gotta tell it how to map it. Right now it's set to flat which means it'll only apply textures to one side (by default it's the top, that's why it's stretched). You can change it to cube to make it apply the texture to all the sides or since you're doing this with UV's, change the coordinates from Generated to UV, and it'll use the UV coordinates to map it. And if you only have 1 set of UV coordinates you don't have to choose it from the menu underneath, but you can use multiple different ones.

Because you gotta tell it how to map it. Right now it's set to flat which means it'll only apply textures to one side (by default it's the top, that's why it's stretched). You can change it to cube to make it apply the texture to all the sides or since you're doing this with UV's, change the coordinates from Generated to UV, and it'll use the UV coordinates to map it. And if you only have 1 set of UV coordinates you don't have to choose it from the menu underneath, but you can use multiple different ones.
Turning mipmap off doesen't change anything in the texture, maybe its trying to show the UV image and not the texture? I have them both applied :/, but it still, shows up blurry, I got the UV mapping the texture part down, but its still really blurry
« Last Edit: September 11, 2011, 11:19:54 PM by soba »

Turning mipmap off doesen't change anything in the texture, maybe its trying to show the UV image and not the texture? I have them both applied :/, but it still, shows up blurry, I got the UV mapping the texture part down, but its still really blurry
Oh, turn off Interpolation too.

« Last Edit: September 12, 2011, 12:40:00 AM by soba »

Anyone have any suggestions on what to model? I haven't modelled forever and I want to make something simple and cool and get it in game.


siba, what version of blender are you using?