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Why my Models are not Textured
 
    None of the models that are bought from me come textures.  Any textures that you see used on the previews of any models are there for demonstration purposes only.

    The reason for  this is two-fold.

    If I were to texture my models that I would have to charge money for each texture also. Textures are not nearly as reusable as models are.  The same model can fit into many different game atmospheres by being textured differently but rarely can the same texture be used in multiple atmospheres.  The end result of this is that while the money for the models price would still go down each time it was sold, I would have to always charge the same price for the textures, being as each one would be made individually for each customer.

    The second reason is that quite frankly I am not a texture artist.  My teachings learn more towards traditional technical drawing and I have an extensive background in technical drawing that reaches back more then six years.  By comparison I first picked up a paintbrush with some idea of how to use it less then a year ago.

    While I can indeed do some texturing, the quality level of those textures is not near that which I consider acceptable to charge for.  And while I can finish up a small model in a couple of hours, texturing that model may very well take me from an additional two to three hours to the rest of the day.  This would increase the prices that I have to charge for my models by an amount that is unacceptable.  It is a far better value for you the purchaser to have an in-house texture artist or to even maybe purchase a 3d model texture CD, depending on what your needs are.

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Tips for Texturing my Models.

   All of my models should be easy to textures, as they are designed for such.  I have textures many of them myself as learning exercises and almost all of them can be done with one or two 128x256 or 256x256 textures.

    Bump mapping should never ever be required, all of my models are designed around the idea of eliminating any need for bump mapping.  Some minor bump mapping may be needed on top of a wood texture for a bench or such, but that is the extent of it.

    I am a firm believer in the complete modeling of detail and not needing to resort to any texturing trickery to achieve a high quality end product.

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How my Models are shipped to you

    To be frank, as good of a program as it is, Rhino3D has serious problems with UV coordinates.  Two identical objects one mirrored from the other, will texture compleatly differently, to the extent of one of the objects accepting a texture and the other one not.

    Rhino3D sends these flaws along with the model when exported, except under a few conditions.

    One alternative is to create the object compleatly out of B-Splines, which is clearly not an option.

    The other choice is to export to either POVRAY or RAW format.  POVRAY mesh files are quite easy to read and setup a paraser for, and RAW files are the lowest commen demoninator for the transmission of base 3D information.

    All files are shipped out in one of either format.  The POVRAY files are all hand cleared first, and render checked by me.  RAW files are test rendered to ensure accuracy.  POVRAY files also come pregrouped with the objects divided up accordingly (unless otherwise requested).

    All U-V coordinate mapping is your responsability, I do not provide U-V coordinate maps for my models.  I am willing to rework models upon request so as to make them easier to create U-V maps for.  If possible though please mention this in your inital request.

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