[Weapon] mk19 [WIP]

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AquaticPenguin
Posts: 846
Joined: 2008-08-27 19:29

Re: [Weapon] mk19 [WIP]

Post by AquaticPenguin »

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Wrote a lot on it, couldn't find many visible seams. THere are a few bits which are stretching and you could probably economise the uv map a bit since there are some places which aren't seen as much as others or could be covered up by an AO map.
Wilkinson
Posts: 1916
Joined: 2008-08-18 21:55

Re: [Weapon] mk19 [WIP]

Post by Wilkinson »

Appericiate it Aquatic. Really Great Review. Forgot to mention after I make the texture I'll fit some of the other parts on since they are going to have the exact same copy.

Will fix what you saw.
Wilkinson
Posts: 1916
Joined: 2008-08-18 21:55

Re: [Weapon] mk19 [WIP]

Post by Wilkinson »

Good Bye.

Edited because old Pics were inputed.
Last edited by Wilkinson on 2010-02-04 03:05, edited 1 time in total.
BloodBane611
Posts: 6576
Joined: 2007-11-14 23:31

Re: [Weapon] mk19 [WIP]

Post by BloodBane611 »

Looks solid, seems like you hit all the problem areas. I can't wait to see it ingame
[R-CON]creepin - "because on the internet 0=1"
Gosu-Rizzle
Posts: 610
Joined: 2009-06-06 13:23

Re: [Weapon] mk19 [WIP]

Post by Gosu-Rizzle »

Great job! Hope it will make it for 0.9 :thumbsup:
laikiunreal
Posts: 232
Joined: 2007-04-27 17:51

Re: [Weapon] mk19 [WIP]

Post by laikiunreal »

So...much....talent!!!!!
"If I were Stallone... I'd make Hugo Chavez the main bad guy rather than picking a fictional character. Just to piss his red *** off."
Panzerfire.
anglomanii
Posts: 701
Joined: 2008-12-20 10:38

Re: [Weapon] mk19 [WIP]

Post by anglomanii »

i know you've done a lot of work on this, but can i just say i have seen some of the aussie AGL's have dust covers over some bits of them even while they are being used. it might be a way to cut back on resources.... it's just a thought.

model looks great, i would love to see it atop a bushmaster.



<22:31:15> "Supahpingi": i was actually mastrubating ferosiosly to mike meyers pictures
Wilkinson
Posts: 1916
Joined: 2008-08-18 21:55

Re: [Weapon] mk19 [WIP]

Post by Wilkinson »

So lets bump this :) .

Alright. After 2, I REPEAT, 2 FILE CORRUPTIONS of FULL UV Maps, I finally realized to start saving in version.. :/ Hah. This is something I'll be doing in a Side that ALL CURRENT COMFACS go First. "They are sitting there, time to get em in game."- Afterdune

UVMapping took me about 4 hours in total. Though people say UVMapping is Boring, I find it quite interesting, like a big puzzle. I like Puzzles so this suits me :) haha.

Textures will be starting soon. BUT This isnt expected to be finished until possibly ADF Release, so Soon but not Too Soon. This project has taught me a lot lot lot about 3ds Max, UVMapping, and texturing at total. And I still cant get scratches right :P . Eventually I will. I have been very well known unfortunatley, at leaving projects at lets say.. "Half-*** or Less". After some R/L Events and the fact that I got my head straight, that shouldnt be happening anytime anymore. Hopefully once project is done DEVs will approve of PR Standards and maybe lead to other projects? :) haha.

Anyway, enough Rambling, time for pics.

Model:Henke
UVs: Wilkinson
Textures:______
Export:_____

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mk19ftw
Posts: 34
Joined: 2009-10-16 03:00

Re: [Weapon] mk19 [WIP]

Post by mk19ftw »

-Claps- Bravo soldier! I love it. The mk19 ( obviously seen by looking at my username ) is one of if not the first weapon of choice in my list. Now we just need ray ray and brad the iceman modeled in the humvee so we can get some :D
Rhino
Retired PR Developer
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Re: [Weapon] mk19 [WIP]

Post by Rhino »

nice load of wasted space...
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Wilkinson
Posts: 1916
Joined: 2008-08-18 21:55

Re: [Weapon] mk19 [WIP]

Post by Wilkinson »

[R-DEV]Rhino wrote:nice load of wasted space...
Trying to Cut down. Sorry. When I attach Models It fcks it all up and when I try to use the Multi Unwrap tool it refuses to work in my Max.
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Rhino
Retired PR Developer
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Re: [Weapon] mk19 [WIP]

Post by Rhino »

dont use the multi UV tool, attach it all to one object.

If you plan on separating each bit in the future for export or w/e, just give each part a different material (each material can use the same textures etc) then when it comes to separating them just select the material ID and detach.
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Wilkinson
Posts: 1916
Joined: 2008-08-18 21:55

Re: [Weapon] mk19 [WIP]

Post by Wilkinson »

[R-DEV]Rhino wrote:dont use the multi UV tool, attach it all to one object.

If you plan on separating each bit in the future for export or w/e, just give each part a different material (each material can use the same textures etc) then when it comes to separating them just select the material ID and detach.
Is there anyway I can Attach the objects and Not lose the UVs? There are 3 parts, As shown from pictures. The Ammo, the Base, and Body. Forgive me if that is a very stupid question. I tried google probably hundreds of times on that. Otherwise I'll just create copies of the UV Renders, use it as a "Texture" in the Unwrap UV Window. And place accordingly to what space is left over with help of PS.
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Rhino
Retired PR Developer
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Re: [Weapon] mk19 [WIP]

Post by Rhino »

attaching an object to anouther object wont affect the UVs unless your max is super screwy...
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Wilkinson
Posts: 1916
Joined: 2008-08-18 21:55

Re: [Weapon] mk19 [WIP]

Post by Wilkinson »

[R-DEV]Rhino wrote:attaching an object to anouther object wont affect the UVs unless your max is super screwy...
When I map the UVs, and then attach. The model that is the "base" of the attachment completly loses it's UVMaps. I even check the "Preserve UVs" box. Could it be cause they are on the same Texture Channel?

Edit:
Being the moron I am. I realized that the "Preserve UV's" Box was messing it up.. I'll get it sorted soon.
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Rhino
Retired PR Developer
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Re: [Weapon] mk19 [WIP]

Post by Rhino »

no.


.
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Wilkinson
Posts: 1916
Joined: 2008-08-18 21:55

Re: [Weapon] mk19 [WIP]

Post by Wilkinson »

[R-DEV]Rhino wrote:no.


.
For some reason it worked. All UVs are in the same box and it seems ok. I need to reinstall 3ds max or something. I thought Max 9 had an issue like this?
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Rhino
Retired PR Developer
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Re: [Weapon] mk19 [WIP]

Post by Rhino »

no.


.
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Wilkinson
Posts: 1916
Joined: 2008-08-18 21:55

Re: [Weapon] mk19 [WIP]

Post by Wilkinson »

[R-DEV]Rhino wrote:no.


.
So what should have I done? Just try and re-install and do it again? I lost the UVs for the Stand but that's easy to do and No harm done to the main body or Ammo. As long as it works we're good right?
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Rhino
Retired PR Developer
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Re: [Weapon] mk19 [WIP]

Post by Rhino »

you most likley have a dodgy script installed, probably the multi object UVer (I've always found it really screwy, why I dont use it) and just uninstall that + any other scripts and see if it helps.

in not, reinstall max.
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