Sunday, November 05, 2006

First shelf ingame :)

I just "simsed" my first object after some time of working only at my site. The shelf i posted yesterday now is ingame. Still needs some tuning related to textures, but positioning, size and functions seem ok.

I will make those folders a little darker, as the contrast is not high enough in my eyes right now.

And the white is not white enough :) But this may be caused by wrong lighting right now, so i have to research this a little. Seems i'm kind of "out of training".

But the shelf made it through SimPe into my game, so i'm quite confident, the next items will be no problem :)

In fact, the next objects will be variations of this shelf, as i did already post.

For those, who would like to have a sneak peak behind the scenes of this object. The UV-Map for this shelf looks like this (have a look at the right).

Here comes a short explanation, what you do see there. The UV-Map is the base for the texture, which is applied to a mesh. So, if I do create a new object, i have to "map" it from the 3D model to a 2D texture. Every part of the objects finds its place on this texture map (called UV map) and can be textured afterwards. I always try to map as accurate as possible, as if i do some kind of weird mapping or if parts are overlapping, the texture can not be easily applied or recolorers experience some real difficulties when working with my stuff.

The boards and the drawer are the large rectangular parts in the center, the little black parts on the frosted glass are in the right upper corner, the folder should be still obvious (same for the round thing on one of the boards).

You will surely never see such an UV map, if you just use downloads ingame, as those patterns are filled with textures for the ingame use of downloads. But maybe some of you wondered how this is done :)

Solander

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