Ambiera Forum

Discussions, Help and Support.

Ambiera Forum > CopperCube > Announcements and Showcase
Texturing objects - from nothing

Robo
Guest
Quote
2021-03-03 10:55:26

An example of what you can do with a bit of effort:

https://youtu.be/s3BFbTnc-ZM


marcw
Registered User
Quote
2021-03-03 13:23:30

Hello Robo,

You made a nice work with the textures of your spacecraft.

UV mapping could be a tedious task for this kind of detailed object.

:-)


just_in_case
Moderator
Quote
2021-03-03 18:03:24

I do use the same tricks most of the time by mapping textures to UV. Has done in some of my video tutorials for 2D games as well. But mapping a whole model it would have take hours for me to complete a single model.
One more thing what you can do is after mapping your object model you can pack the textures into one.
Still i don't prefer Coppercube to bake textures onto the model untill or unless it don't import textures or textures are messed up with my model.
Specially in high poly models it is more hard work to map textures in coppercube using polygons tools.
There are lot of other things one can perform with polygon tools like changing offset of the pivot point of an object and all. Can be helpful in creating doors and all those stuff. I always creates empty nodes and then merge them with my models to have my pivot point aligned. Did the same thing in gta vc clone demo with the car model to align everything and if you guys have played it then the animation of door opening and player entering the car was really satisfying for me.

There are lots of hidden things in copeprcube and you will probably not find them in documentation. You can find them if you play with every single option and settings the engine provides to you.

For example you guys might not be awared about material type 26 which is wind material. And there are hidden nodes in the editor. For example perspective and all. If you try to print name of all the childnodes of the root scenenode using editor's scripting window.
Then you can see the name of editors selecting axis and perspective default camera same goes for top, down, bottom and all.
There are lot of other things. Some of them was mentioned by me in a video which I have posted on my Youtube.
I always recommend people to at least try each and every option.
I always love and rejoy when people tries to become creative and find those features by themself.
I really appreciate the time @Robo gives to his game and to this engine and he keeps experimenting with the options provided.
Coppercube has so many hidden abilities. This engine reminds me a phrase from lord of the rings
"You can learn all there is to know about them in a day, and yet after a hundred years they can still surprise you."

Same is with coppercube you can learn it in a day and even after years it can surprise you.

I hope everybody tries experimenting with the engine instead of getting frustrated and moving on to another one, almost everytime after experimenting for few hours one might find a very silly and simple solution or workaround for the problem he/she might be facing.

I have been in the community since the starting of year 2015 and have seen a lot of people entering an leaving the community they never tried experimenting. And have seen people who always wanted that someone else will do or fix stuff for them. Such people cna never learn the capabilities of this engine.

Most of the features the engine provides is also dependent on the preference of an idvidual. Many people don't like ligtmapping of coppercube instead they use to lightmap their models outside of coppercube and then import it in the editor. There are many who don't like the terrain editor. It can be hard but quite not impossible am not saying that you have to use coppercube for creating terrain. It is about the preference.
The same way i don't prefer to UV map textures on models just like @Robo did in his video. It will literally take me hours to do this. Am curious how much time @Robo has given to map textures on that spaceship(plane).
I usually like to that on simplest geomtery on cubes, sphere and other primitives models.

Hope this feedback will motivate some people to try experimenting and keep learning the engine.
Sometimes I think to write a proper documentation for the engine. But due to lack of time I drop the idea to provide you guys a proper documentation of each and every function of coppercube and about those things which i have learned through my experience.


Robo
Guest
Quote
2021-03-12 15:25:06

Thanks for your comments just_in_case - very good bits of info.

Yes, was time consuming like 6-8 hours work to do this texturing and interior mesh adjustments.

I will get 4 textures of equal size together then combine into one texture is a good idea - like 4x 512 = 2048k image.

I dont dont using CopperCube to do editing if the poly count is low but if its a high one then not really as you mentioned.

ps - I didnt comment back so soon as not to take any highlight away from the very cool third person controllers we have been seeing the last week or so... great to see..

I just edited one for my game as a first person controller....with all animations...see next post - cheers!


Create reply:


Posted by: (you are not logged in)


Enter the missing letter in: "I?ternational" (you are not logged in)


Text:

 

  

Possible Codes


Feature Code
Link [url] www.example.com [/url]
Bold [b]bold text[/b]
Image [img]http://www.example.com/image.jpg[/img]
Quote [quote]quoted text[/quote]
Code [code]source code[/code]

Emoticons


   






Copyright© Ambiera e.U. all rights reserved.
Privacy Policy | Terms and Conditions | Imprint | Contact