To make transparent windows.
Click on the window click on the texture.
Click on transparent diffuse.
Choose a colour - grey or white.
Change the alpha channel.
Sunday, 24 March 2013
Saturday, 23 March 2013
my plan
To get the majority of the main textures done (uvw mapping and unwrapping etc)
Then sort pivot points out, ready for animating
Then import in unity
Add window see through window texture
Import the objects I have modelled so far.
Experiment with lighting
Start adding interactive elements
Start adding special effects.- particles, fire, water etc.
Then sort pivot points out, ready for animating
Then import in unity
Add window see through window texture
Import the objects I have modelled so far.
Experiment with lighting
Start adding interactive elements
Start adding special effects.- particles, fire, water etc.
Test with checker pattern applied uvw map modifier
Some reason the roof texture is not wrapping correctly around the roof, the same way as I applied the UVW map using the checker pattern.
Robin and Steve, please see below.
Robin and Steve, please see below.
Wednesday, 20 March 2013
unity Test
-house export as fbx as separate objects (imports with all materials) in unity.
Collisions test -physics add mesh collider
Also tried UDK but looks like it would take me longer to learn.
- need to look at my notes below on collison tests done previously in udk
- Did a lightmapping test-see if uv maps and textures are ok so far.
-test lightmapping in unity
1. create the light (point light etc)
2. make sure all the other objects in the scene are static
3.open the lightmapping tool from window tab
4. Select the light
5. Then click bake selected
6. change resolution
7. Then click on bake.
Collisions test -physics add mesh collider
Also tried UDK but looks like it would take me longer to learn.
- need to look at my notes below on collison tests done previously in udk
- Did a lightmapping test-see if uv maps and textures are ok so far.
-test lightmapping in unity
1. create the light (point light etc)
2. make sure all the other objects in the scene are static
3.open the lightmapping tool from window tab
4. Select the light
5. Then click bake selected
6. change resolution
7. Then click on bake.
Monday, 18 March 2013
Thursday, 14 March 2013
Wednesday, 13 March 2013
UV Map for house
I then welded vertices and stitched a few edges together.
Will come back to this after looking at further tutorials on how to uv map texture sheets - lynda
Will redo this texture map and detach the roof areas so that the areas that have high detail can be enlarged more.
Tuesday, 12 March 2013
Monday, 11 March 2013
Friday, 8 March 2013
Thursday, 7 March 2013
UV Map for diamonds
Will import back to 3DS Max and rescale the uv's.
Not sure whether uvs above are better or the one below.
Not sure whether uvs above are better or the one below.
Wednesday, 6 March 2013
Monday, 4 March 2013
Final Interior
Final Interior - Tidied up the model. Got rid of unwanted edges (lower poly count)
Detached the rooms as separate objects so it will be easier to unwrap the model.
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