Bouncing Ball New Texture

Re: Bouncing Ball New Texture

Postby Totoplus62 » 01 Dec 2012, 13:47

Here is a sound for basketball i made :
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Basket ball.ogg
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Last edited by Totoplus62 on 01 Dec 2012, 17:18, edited 2 times in total.
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Re: Bouncing Ball New Texture

Postby Hero » 01 Dec 2012, 15:35

Nice, I like it.

Well I've worked around the unwrap problem (not the way you're supposed to, I never do it the way you're supposed to) so now It is unwrapped and works. I've exported it but freegamedev doesn't like b3d files so I'll give you the blend. I can give you a zipped b3d when I have the time.

ball.blend
(410.34 KiB) Downloaded 391 times


Now I can get back to worrying about the texture. I'll present some versions (dimpled, triangulated and ground) here soon so that you can tell me which direction you want.
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Re: Bouncing Ball New Texture

Postby Hero » 01 Dec 2012, 16:17

Howdy,

Okay, here are some ideas for the basketball texture... all in PNG! These are just for deciding what type (though if one "got in" I'd be completely fine).

balldimpled.png

Ball dimpled. The dimpled basket ball.

ballground.png

Ball ground. Ball with noise on it. In other words the one that we have been working on.

balltile.png

Ball tile. Ball with the tiled surface.

balltoto.png

Ball. This ones surface is a copy of Totoplus's.

So please tell me which way you want to go.

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Re: Bouncing Ball New Texture

Postby Auria » 01 Dec 2012, 16:39

Hero {l Wrote}:Here is another reason. Blender doesn't seem to like to unwrap properly no matter how I go through the process.

Screenshot-13.png


I'm working on finding my way around it but I don't know if it's possible. If there's source ANYWHERE please tell me.



Do the mapping however you want, it's just a sphere, there is no issue changing the model to use a different unwrapping if we have a texture to go along. i.e. make your own model and map it however you want to suit the texture


also when you upload new textures, it would be nice to see it on a 3D model, it's hard to tell from the flat 2D texture. there does seem to be improvements there, but due to the spheric mapping I think the texture may not be uniform once mapped to a model
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Re: Bouncing Ball New Texture

Postby ctdabomb » 01 Dec 2012, 16:41

screenshots from in game will do a lot more than pictures of textures. or anything with them mapped to a sphere would help peoples decide which they like better.
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Re: Bouncing Ball New Texture

Postby Totoplus62 » 01 Dec 2012, 16:52

Then i will adapt the icon ( Is the text necessery xD ?)
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Re: Bouncing Ball New Texture

Postby Hero » 01 Dec 2012, 16:55

No the text is not. It was just an idea and even a slight joke. But since it's vital... what do you think? Do YOU want text?

Screenshot-3.png
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Screenshot-2.png
Screenshot-2.png (68.21 KiB) Viewed 15636 times


Screenshot-1.png
Screenshot-1.png (64.03 KiB) Viewed 15636 times


Screenshot.png


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Re: Bouncing Ball New Texture

Postby Totoplus62 » 01 Dec 2012, 17:16

Number 3 is really nice ! :D (and to answer your question: i don't want text xD)
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Re: Bouncing Ball New Texture

Postby Hero » 02 Dec 2012, 04:14

To everyone else. Do you want the text? Do you want to do something to the text? Do you want too... ?

:think:

I myself like it there but this is not my decision and I'm fine with it not there.

Please give me more feedback on the state of things and though I'd love a "Perfect, that's good for STK" I need crits too. Don't worry about insulting me (don't use any bad language of course) and find as many problems as you can.

I await your feedback... and fear it. ;)
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Re: Bouncing Ball New Texture

Postby noname120 » 02 Dec 2012, 18:16

I agree with the basketball :)
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Re: Bouncing Ball New Texture

Postby Auria » 03 Dec 2012, 02:20

It's going in the direction, but the lines on the textures are still a bit irregular, IMO they should be drawn in a vector application. Also I think we should have a higher-resolution version, if only to use when taking a screenshot of the model for the icon.

I think the lines are also not yet quite right, when viewed from the side I think the lines should appear straight : http://basketball91.com/files/2012/07/Spalding-Ball.jpg
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Re: Bouncing Ball New Texture

Postby Hero » 03 Dec 2012, 02:45

Okay, off to work.

Just two comments. I can do higher HD but only for the render. However I need to point out that the blurring on the object is a Blender feature and I don't know how to suppress it. As for the lines I'll do them again following the current shape. There may be a problem though with our scaling to a square image potentially explaining it.

Just a question. What do you mean me irregular?
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Re: Bouncing Ball New Texture

Postby Hero » 03 Dec 2012, 02:50

Just a note: here's what the ball looks like from the side:

Screenshot-4.png
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Re: Bouncing Ball New Texture

Postby Auria » 03 Dec 2012, 04:40

By iirregular I meant this :

Untitled.jpg
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look how the edges are jagged. a line produced in a vector program would be smooth

and OK regarding the sideview
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Re: Bouncing Ball New Texture

Postby charlie » 03 Dec 2012, 10:44

The jagged edges are a byproduct of the technique Hero seems to be using; upscaling the low resolution version rather than redoing it at a higher resolution or (better) with vectors.
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Re: Bouncing Ball New Texture

Postby Hero » 03 Dec 2012, 17:25

Unfortunately I have had to do this. The vector drawn line would have to be redone like this so that we get the line thickness... wait, I can go around that. Be back soon. Thanks for the problem.
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Re: Bouncing Ball New Texture

Postby Hero » 03 Dec 2012, 17:48

Howdy,

Okay, since bball dimpled is seems to be the most popular I've used that for demonstration. However I can do all the backs I've designed when ever you want.

Now I've redone the lines Inside GIMP with the paths tool and some help from the brush. Anyway here's what I have. As for vector drawing we can't use .svg in STK (can we?) so it would have to be put into one of these formats and look roughly like this.

balldimpled.png


I haven't given a screenshot for this. Should I?

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Re: Bouncing Ball New Texture

Postby Hero » 03 Dec 2012, 17:55

Sorry I forgot two lines:

balldimpled.png
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Re: Bouncing Ball New Texture

Postby charlie » 03 Dec 2012, 19:45

I've been researching how to get the kind of warping required for a texture that maps on to a sphere, in order to sort out the pattern (which looks good in the 2D texture, but will warp badly for the final image).

Using the polar coordinates tool will be the key, but I haven't quite worked out how to do it yet.

http://www.bluesubstance.com/photoshop/polar_02.htm
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Re: Bouncing Ball New Texture

Postby Hero » 03 Dec 2012, 20:10

You mean like this?

balldimpled.png


I did it a bit different as the way the tutorial gave wouldn't look right (all the way around).
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Re: Bouncing Ball New Texture

Postby charlie » 03 Dec 2012, 22:56

Looks intriguing and (runs Map Object...) looks much better! The left is differently from the right though (look at the equator) - that intentional?

How did you achieve that effect by the way? (As in, how did you warp it?)

balldimpled_sphere.png
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Just to compare it to your original attempt:

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Re: Bouncing Ball New Texture

Postby Hero » 03 Dec 2012, 23:02

I did it the way I was supposed to but turned off everything when making it. Then I scaled the layer, copied it, dragged it and flipped it.

I don't know if it's intentional or not. Does it cause problems?
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Re: Bouncing Ball New Texture

Postby Arthur » 03 Dec 2012, 23:14

Hmmm, now things are looking way more promising. Thanks a lot charlie for helping out with this. :)
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Re: Bouncing Ball New Texture

Postby Hero » 03 Dec 2012, 23:17

Yes, you could say he was the brain and I was the hand. :D
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Re: Bouncing Ball New Texture

Postby charlie » 03 Dec 2012, 23:28

Hero {l Wrote}:I did it the way I was supposed to but turned off everything when making it. Then I scaled the layer, copied it, dragged it and flipped it.

I don't know if it's intentional or not. Does it cause problems?

That description doesn't make much sense ;) did you use the polar coordinates distortion as alluded to by that link?

Does it cause problems? Not sure how to answer this. A recurring theme in this thread is that you post a WIP asking if it is good enough, when you should be able to tell yourself that it is just of WIP standard. The final texture should have no obvious flaws, but the pinching of the dimples texture in the left half of the latest WIP is very visible in the mapped sphere. So... ask yourself, could it be improved without much effort? (I mean, really, just a copy/paste of the right half to the left fixes this particular issue.)

What is most frustrating for everybody here is that you should be picking up on these basic things yourself. We shouldn't have to point out every obvious problem, you should set yourself a high standard and comment on it yourself. (So I'm not trying to discourage you from posting WIPs - it's always good to see art developing - but rather to acknowledge obvious problems rather than wait to be prompted.)
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