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Need a texture artist for colaboration

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Hey. Is there anyone who can texture a horse for me for free? I can texture with no problem, but I look at others art and know my time is best spent making models and animating rather than trying to further develop artist ability. I want someone good to show me how its done. Im working on a horse model for a midieval project of mine and I want a good 2d artist to help me out. You will be given credit and your work will not be sold or given to anyone else, I just ask permission to use the texture in my project. Im looking for nearly photo real. This is a low poly model so it needs all the texture help it can get. I say nearly because I don't want a picture of a horse manipulated to fit the uv layout, it needs to be painted so it can easily fit in with future environment and character art. Just post here if you wanna help me out. Thanks. Horse Wireframe Horse with skeleton Horse with light

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Nude figures/creatures are usually easy to texture using photos... just go to www.3d.sk (or find free ones), get horse photos, and manipulate them until they cover your UV layout correctly... if you can find all the orthagonal directions, plus random camera angles to fill in the blanks, you're golden.
If you want normal mapping or proper bump mapping though, that's not so easy, and you'll have to model a high-poly version for the former or paint the texture yourself for the latter.

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yeah, its mainly just a matter of making a good uvw unwrap so it'll be easier to texture.... or if you do it the other way its a matter of making the texture layout logically in photoshop and making your uvw unwrap match that (which one depends on the project).
what modeling app do you use?

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Hey. Thanks for the advice. I used to have a subscription to 3d.sk, but Im on dial up so(I live 20 miles from civilization and love it). I got tired of waiting for textures to load in my browser.

The thing is, I want to work with somebody on my project. I could do the texturing by myself but I already know the outcome(not to bad). Also if I had a buddy who could texture my models, I would have maybe 50% more time to model and animate. I would like to team up with someone who can make some great textures and concept art. I've never really got together with another person and created something to finish.

Im going for realistic movement in the animation with a possible 7 progressive stages of forward movement including jump I will animate all stages but use only 4 or so for forward movement, to make things simple. I found some great reference material from the early 1900's. The photographer is Muybridge, who wrote and supplied photography for Animals in Motion, originally published around the turn of the century and now available from Dover. This is the source of the information above about Muybridge. Animal Locomotion

Horse Jump

I use Maya 6. I don't ever see having to upgrade or change apps, maybe oneday, upgrade that is. I tried max around R3, but then I found Maya, it just really clicked with me like we were made for each other. I model all organic or living things starting out with cylinders, ruff the shape then fine tune, all the while deleting history every 10 or so actions with a save after history deleted. The box method is counter intuitive for me, though this horses head started as a box.

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My team and I could help with the concept art, but I don't have experience in 3d modeling/texturing. I work for free. I do my concepts by hand. If you require 2d pixel art (a form of concept, rough sketch), that can be provided as well. I only form of credit that I need is my name as well as my team's name (Red Winter Studios). More info, samples etc. can be provided if you're interested. Contact: darshan_shankar@hotmail.com.

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well, eninja, you're going to have to learn how to texture well eventually. most artist both model and texture thier models.
as far as your model goes... it looks more like a dog to me (except for the feet), i think you should refine the legs and head a bit more.

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Well, a horse is a dog for the most part. The leg muscle group should be larger. After it's textured, and good lighting should provide the additional stuff. Besides, it seems very low poly. Perhaps he's using it for a game?

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Quote:
Original post by D Shankar
Well, a horse is a dog for the most part. The leg muscle group should be larger. After it's textured, and good lighting should provide the additional stuff. Besides, it seems very low poly. Perhaps he's using it for a game?

not quite, there is much of the body structure that needs to be tweaked. and it doesn't matter if its low poly or not, the body structure should still match;

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If we get a side view, we can see the muscle groups better. Nevertheless, I'll give the argument to you. There's some more work to be done. The red highlights on the modified image indicate areas where muscle groups can be enhanced with texturing. Lighting can give the shine/shadow to show depth/form. Imo, The horse is missing more of a hump near its neck. Minor stuff really. Horses are much larger than dogs, so when well textured and rendered in a proper environment, it should look appropriate.

Image Hosted by ImageShack.us

EDIT: About the low-poly. He could move some of the polys around, but more muscle definition would mean more polys right?

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Well, there are different species of horses, and they can vary from pony-like (for example, the one pictured), to tremendous Clydesdales (twice as high at the whithers/shoulders as a pony... 22 hands or so). Either way, the shoulders in front and rear don't look powerful enough.
You'll also need more geometry to deform correctly, depending on how high poly you're willing to go.
This is again a design issue, but medieval war horses were of a breed extinct today, larger than even clydesdales, which are draught-horses. So if this is indeed a mount for an armoured knight, who is carrying hundreds of pounds of baggage, he's going to need to be alot more powerful and bulky than the current pony-like proportions of the current model. If its not supposed to be a warhorse though, ignore these last comments.
And Jarrod is right, you really should learn how to texture well, it will teach you how to model better as well.

As for Maya6, alot of people choose to stay one-version behind the current, with good reason... its hard to find plugins and in Maya's case MEL scripts in the most current version. 6 right now has all it'll ever have. I do suggest you keep upgrading one version behind the current, though, or at least wait until after the first patch or two to upgrade. Refusing to upgrade means you lose out on alot of improvements (especially the built-in poly tools in version 7), so if stability is your issue, just play it safe but definately upgrade eventually.
And this is a bit OT, but just a tip, save BEFORE the history is deleted, so if you make a mistake you can go back and correct it.

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Different species is a great possibility. Never thought of that. Man you really know your horses don't you Prof ;).

He seems to be going for a low poly race horse (low poly in first post, race horse anim. later). Oh well. I'm gonna stop being the devils advocate. Besides, I don't have much modeling credibility / experience to back up what I'm saying. (Just being reasonable).

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Hey. Thanks for the info guys. Professor, I did not know that the horses of the middle ages are a lost bread, they must have been awsome creatures. I've got an update on the horse model. I basicly added mass to the body, mainly in the neck and front, back legs.
tweaked horse
I didn't add any more polys so far. There's more things I can do to the model, some more subtle vertex tweaking and maybe adding some more polys(current poly count 1090). It would be nice to have 10 or 20 of these on screen at one time with characters riding them. The characters being close to the same poly count as the horses. Im doing this for a personal project. I want to create a midieval battle demo.

I totally agree about getting better at texturing. The only way to do that is to draw/paint texture. I just want to work with someone, to get a different perspective on texture creation, like the tools, techniques and tool settings that they use.

Off Topic
Does anyone know how to go about setting up a model for gib? I know it depends on the technique used, I'm just asking about the usual setup in games today. Do you model in divisions where the model is to be separated when damage is taken or do you take the base model and duplicate it, separate a leg, and have the engine replace the full model with the amputee and severed limb during the gameplay?
Thanks

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Quote:
Original post by eninja
Hey. Thanks for the info guys. Professor, I did not know that the horses of the middle ages are a lost bread, they must have been awsome creatures. I've got an update on the horse model. I basicly added mass to the body, mainly in the neck and front, back legs. tweaked horse I didn't add any more polys so far. There's more things I can do to the model, some more subtle vertex tweaking and maybe adding some more polys(current poly count 1090). It would be nice to have 10 or 20 of these on screen at one time with characters riding them. The characters being close to the same poly count as the horses. Im doing this for a personal project. I want to create a midieval battle demo.

I totally agree about getting better at texturing. The only way to do that is to draw/paint texture. I just want to work with someone, to get a different perspective on texture creation, like the tools, techniques and tool settings that they use.

Off Topic
Does anyone know how to go about setting up a model for gib? I know it depends on the technique used, I'm just asking about the usual setup in games today. Do you model in divisions where the model is to be separated when damage is taken or do you take the base model and duplicate it, separate a leg, and have the engine replace the full model with the amputee and severed limb during the gameplay?
Thanks

a very good improvement! there are still a few things you can tweak and bulk up, but when i see that image, i now actually see a horse and not some large dog. as for texturing up, you can contact me through aim using metalgearsolido8 and i'll try to help if i can (but i won't do it for you, i will try teach you).

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Hi I'm photoshop 3D max artist and I would love to halp you in texturing horse.
I just need *.3DS or *.MAX file

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Just advice - people might steal your stuff if you're not careful. (i.e give 'em all your files).

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Thank you for awesome coment, I dont think it's corect to name me a thief.
back to subject I'm really Interesting to put some textures on that horse.

George Matiashvili
Orlando FL
georgematiashvili@hotmail.com

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Quote:
Original post by dongio
How can I atach Picture?

use the simple <*img src=""*> tag, just remove the * and place the image url in the src="section.

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Quote:
Original post by dongio
Thank you for awesome coment, I dont think it's corect to name me a thief.
back to subject I'm really Interesting to put some textures on that horse.

George Matiashvili
Orlando FL
georgematiashvili@hotmail.com


I apologize, but I wasn't refering specifically to you. There are some people who claim to be pro's at something and request to recieve all the files. Then they take the files and leave. Just past incidents.

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Thank you for making it clear (D Shankar), I modeld horse and put draft texture I would licke to post it but I dont cnow how to doit picture is on my computer.
one of the answers whas put link but its on my computer.
Thanks.

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Your anatomy is off:
http://www.horse-diseases.com/_images/horsemuscleanatomy.jpg
As much as we'd like and think that the shoulder muscles are just balls of muscle, they aren't... they are similar, in a way, to our deltoids, wrapping over the arm muscles.
Also, the jaw is off.
Your mesh could use alot of work, as well.
This is good reference from a draughthorse:
http://www.boku.ac.at/nuwi/Rassen/Pferde/clydesdale1.jpg
Yours is pretty close, but could still use some work.

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Quote:
Original post by dongio

Looks good, and I'm glad you understood what i meant previously.

Just for thought; perhaps you could add a few polys to the ear, looks kind of wierd there.

Regards,

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