Posts Tagged UV mapping
Just a very basic attempt at UV mapping on a very simple shape, a cylinder, which then turned into a shield and 2 render images, one in Blender and one in Meta. Between the two, Meta took a lot less time to complete but I prefer the look of the Blender render.
Here is the Metasequoia (ver 2.4.8) rendered image
(the scroll bars were mistakenly included)
It has been a really long time since any update. I have tried to work out game engine details, pros and cons, compatibility and incompatibility, limitations and advantages. I really like Panda 3D’s flexibility between Python and C++, and the fact that with some crafty work I can get content from Blender into it in egg format. I have thought about using Blender’s GE for experimentation and a short demo.
As for the character models, the dog and cats idea for now is getting replaced with “mutated” alien bugs. The angle I’m looking for is that if I can model 3 or 4 specific bugs and pay attention to body structure, then, I can do some creative combining for more variations. Here is a first draft of the spider I’m working on.
Also have tried to work out an alien form, and keep the poly count low, so far its at about 11k vertices but I’m hoping to bring it down. I have to clean up the body a bit better, because in the profile the alien looks like an over-nuked chicken. At this point I’m posting only a front view (who wants a drum stick?).
My first thought was to put a glow effect on the alien skin and animate it, but if that ends up being too much to handle, I’ll probably tone down the skin and brighten the eyes with a glow effect. Back to Blender! I hate UV-mapping!!!
If anyone has any suggestions on it?