Maybe instead of trying to use a curve as your textured object, you can use a cylinder with the uv image and use a curve as modifier for path and array to make the cylinder travel the curve - you can then still animate with hooks on the curve I think.
I will do that Craig Jones, if I cant get the path texturing right. I would like to avoid it though because it will add a lot more polys to the project and take away some flexibility…
In my own opinion, I would rather have high poly areas in my small details like cables and clamps, electronic boards, controls, etc instead of in the loop cuts that don’t necessarily retain the shape - I optimize my mesh objects as much as I can so that I can afford to spend more in thee places.
Thanks Craig
It diddnt really solve the problem, because I cant use my Mirror modifiers on curves now if I do that the texture disappears. But I guess I’ll just duplicate the one side I have and rotate it manually.
Just chiming in to say thanks for the nodes, Wega. They are pretty straight forward and a little bit subtle. I don’t know what style you are going for - so I can’t recommend something. Just out of curiosity: Are you using UV Maps together with the texture painting?
@Craig Jones, I looked at your .blend file. Wouldn’t is also be possible to use a curve and a textured bevel object? Or - assuming that we are talking about the tubes for the hydraulics - just a simple Cycles material node setup?
He already got a setup from the other thread that helped him out for the most part on that, I was just offering a possible solution in a workable example. I use curves for stuff like that, and just make copies to make into the beveled object and convert to mesh, and use the original curve as the guide with hooks to armature bones. But that solution is poly intensive.
Thanks for that, Craig Jones. I use the array and curve technique a lot and I know that there is a high poly problem. I never animated a hose until now, but I’ll definitely try the armature hook.
But perhaps a simple node setup would do in Wega’s case and no texture painting would be needed - just to avoid increasing the poly count?
@Wega - I would appreciate if you could give us an idea of what style you are intending. From your last image I think that everything will be dirty. But perhaps you can tell us what’s on your mind?
I have dirt on my mind
I want the legs and the especially the feet to be pretty worn out, dented and rusted. Sames goes for the forks, but the rest of the loader should be fairly clean, but I am working on a texture with some small scratches and a little dirt, that I want to add to the main yellow material for the rest of the body.
I could just go for the clean “Brand new machine” look, but where the challenge in that?
Yeah, I fully agree with that. Making it old and worn is the real challenge because that makes it lifelike! (But I still have the question whether you use any UV Maps? Perhaps because I’m still totally unaware regarding texture painting )
It’s been a while since I’ve commented on this, but I have been following and enjoying the progress. And I have to agree with you here. The fun really begins when you dirty things up a bit
I unwrap the things that I paint yes, but nothing fancy just Smart UV most of the time. I’m really bad at unwrapping, so I always pray the the Smart UV does a decent job and then hope for the best.
The setting I have in my head is a dark and cold futuristic setting, a lot like the movies them self. And the loader is a well used machine thats been in use for several years in this harsh environment, so that should show on it’s condition.
MonkMonk: Thanks for staying with me as well, and I’m glad that you agree
A little update, with those stupid hoses i spent so much time to get working
Also working on materials, trying to add some scratches to my main material so I dont need to texture paint the whole thing. Next part is adding some dirt as well and tweak the amount of scratches.
None of the materials are done though, they still need work.
First time seeing this thread… really coming along. I seems like you’ve added some grime to the lower portion…I’m assuming you will continue to dirty it up. I like the way you have placed some writing on the hydrolic hoses.
@Minoribus: Yeah thats a normal map, that I’ve added to the main material. After adding dirt on top the main material, I also adjust the amount of bump that each part has.
@harleynut97: Thanks for stopping by And yes I’m in the progress of manually painting in dirt on the rest of the Loader. Takes forever lol.
Nice pipes. Reminds me of my wires on my enigma. Do you mind sharing your workflow in regards to them? Did you use curve, convert them to meshes and then use ‘follow active quads’ to unwrap?