• Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
  • Read Evilhog's interview with Gregory Alper, the original composer of the music for WarCraft: Orcs & Humans 🔗Click here to read the full interview.

Blurr Deluxe

Status
Not open for further replies.
Level 15
Joined
Jun 9, 2008
Messages
309
Hi (thanks for cutting off a piece of your life for reading this)

Before I get to the main question: I am not sure if I can trust my eyes (could be that I need glasses) so maybe my problem is not as big or much bigger than I thought (please tell me what you think)

It's pretty simple: I am not sure how to avoid the blurr. So far it infested every single model attempt of mine, and I am not even talking about the textures I made myself, they are not (much) more affected than the standard blizzard skins I use

(I didn't feed the texture for the bare skin to the model editor, that's why it's just black there, but you can see it in the ingame shots)
firstcalamiteperspektive.JPG

(don't worry about this next one, I am never going to post it on the hive even if I fix it, I just use it as an example)
townblurr.JPG
I think the two lower ones are more or less okay, it's the townhall that sucks the most.
This amazes me. It's a WALL. How can it hate the way a plain WALL is skinned?

Or is it simply that every time you modify the wrap to something different than Blizzard intended, it becomes trash? Is it that every texture is supposed to go for a specific mesh and a specific wrap, and if you use it on anything else, it collapses into blurr?

would be cool if you'd tell me your opinion
 
Level 5
Joined
Jan 23, 2009
Messages
217
The texture is stretched over your models.
Solution: Use a custom texture! It may be troublesome, but it'll probably make your models look better.
 
Level 15
Joined
Jun 9, 2008
Messages
309
The texture is stretched over your models.
Solution: Use a custom texture!
Aaaah... That was what I was afraid of :) But makes perfect sense
(My only trouble is that I'm planning to do like 30 or more of these things, and they are supposed to go into one map, but I guess the custum textures are what takes the least space...)
 
Your problems are definitely related to poor wrapping. As far as I can see, you simply do a decal unwrap and slap it on the texture. It's a bad technique. What you want to do is to avoid messy unwrap folding (overlapping faces, something like folding a piece of paper to fit an area), and try to do either a cylinder or a box unwrap, since they're the cleanest. Don't forget to do some vertex-by-vertex tweaks to get the best results.
 
Level 15
Joined
Jun 9, 2008
Messages
309
cylinder or a box unwrap, since they're the cleanest. Don't forget to do some vertex-by-vertex tweaks to get the best results.
cool, I'll try it out

Just one question about the 'folding': I tend to put a lot of faces on eachother to get effects of symmetry (seeing that in many skins they just portray half of the body or facade of a buidling), is this part of the problem?
 
Level 15
Joined
Jun 9, 2008
Messages
309
Hi

Thanks again for everything, I've tried some experiments while using the original skins as l0w_kwaliti suggested, but well, this is what came out :)

blurrhus.jpg

(it's pretty obvious why the roofs exploded, but what about the rest?)
Well yeah I will have to work on that. There MUST be SOME way to use the original skins! (Sure, without custom textures it will never be "fine art"... but art is something I will only be able to do waaay ahead in teh future, if ever, and some of the models I want really wouldn't need that much just now. Right now I'd be fine with "no blurr" lol)

PS. just read l0w_kwaliti's reply again and figured this might be what he was talking about when he said
folding a piece of paper to fit an area
. I DID scale the "boxes" and made them thinner to fit the wall on the texture. Is the tolerance really that low?

passiblurrqueca.jpg
Update: I just checked the thing in world editor. Turns out it's actually quite perfect. Conclusion: Cylinders ROCK!!!!!!
 
Last edited:
Status
Not open for further replies.
Top