[Weapon] mk19 [WIP]

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Rhino
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Re: [Weapon] mk19 [WIP]

Post by Rhino »

as you can see by your checker, loads of your UVs are being really stretched and bits that should be attached to each other aren't.
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CodeRedFox
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Re: [Weapon] mk19 [WIP]

Post by CodeRedFox »

Dont use the checker that's built in. Doesn't really help you that much. I always use this one:

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Rhino
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Re: [Weapon] mk19 [WIP]

Post by Rhino »

That's a nice one CRF, I normally use this one but your one is far clearer and my one kinda doesn't do vertical :p

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motherdear
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Re: [Weapon] mk19 [WIP]

Post by motherdear »

actually i got a solution to all of you guys hehe.
TexTools

this program has 3 different checkers to use, 1 to check for seams, 1 to check for size and they can be used for both. basically it's the textures that you guys just posted up.
it also has the feature that it adds a shader that removes all shadows etc and makes it much easier to work with the model.
and the best is.
it adds new functions to maxes uvw modifier
enjoy
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Rhino
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Re: [Weapon] mk19 [WIP]

Post by Rhino »

'[R-DEV wrote:motherdear;1265026']actually i got a solution to all of you guys hehe.
TexTools

this program has 3 different checkers to use, 1 to check for seams, 1 to check for size and they can be used for both. basically it's the textures that you guys just posted up.
it also has the feature that it adds a shader that removes all shadows etc and makes it much easier to work with the model.
and the best is.
it adds new functions to maxes uvw modifier
enjoy
It's probably best Wilkinson and anyone else learning UVing doesn't go into thous sort of plugins until they have fully grasped doing UVing manually with the default tools.
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Wilkinson
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Re: [Weapon] mk19 [WIP]

Post by Wilkinson »

So I tried getting TexTools.
But when I download on Win-7 32-Bit it downloads as a .zip file instead of an .mzp.
Then I try to install manually and still no luck :( . I am working on that issue so I can fix some of the Mapping Line-Up Errors.

Note: There is still too much black for me IMO. I dont know if this is ok. But I am sure I can optimize somewhere and I will. I am still working on getting rid of Black color :)

I have completley redone the UVs. Starting back at the first copy.
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And for Mr. Rhino.
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Edit: I do see some errors in the Base of the gun. Easy re-do I will complete
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CodeRedFox
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Re: [Weapon] mk19 [WIP]

Post by CodeRedFox »

Exactly Rhino, the problem with yours is that there are duplicate colors and numbers. For example 1 and purple are show over and over. The one I posted has no duplications which when you see and odd UV you can track it down easily.

And tex tools are a much have for doing any textures stuff
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Wilkinson
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Re: [Weapon] mk19 [WIP]

Post by Wilkinson »

[R-DEV]CodeRedFox wrote:Exactly Rhino, the problem with yours is that there are duplicate colors and numbers. For example 1 and purple are show over and over. The one I posted has no duplications which when you see and odd UV you can track it down easily.

And tex tools are a much have for doing any textures stuff
I agree CRG
Yours does help a bit more. Soo Bright and pretty :P

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Last edited by Wilkinson on 2010-02-14 03:53, edited 1 time in total.
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Rhino
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Re: [Weapon] mk19 [WIP]

Post by Rhino »

Why do many of your main areas on the UV like your ammo box, have such a low rez UV compared to many smaller objects which are not soo prominent? Also your UVs are not too scale. If you look you can see the boxes are not boxes, they are stretched into rectangles....

When your doing your UVs, turn normalize off so it UVs them to a 1:1 scale, then once you have everything unwrapped in normalized scale, then you can start scaling everything down to fit into the box but scale everything down equally at first, and then if you have extra space left over fill that up by scaling up objects you can.
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Wilkinson
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Re: [Weapon] mk19 [WIP]

Post by Wilkinson »

[R-DEV]Rhino wrote:Why do many of your main areas on the UV like your ammo box, have such a low rez UV compared to many smaller objects which are not soo prominent? Also your UVs are not too scale. If you look you can see the boxes are not boxes, they are stretched into rectangles....

When your doing your UVs, turn normalize off so it UVs them to a 1:1 scale, then once you have everything unwrapped in normalized scale, then you can start scaling everything down to fit into the box but scale everything down equally at first, and then if you have extra space left over fill that up by scaling up objects you can.
The method I did was to:
1)Select all faces of the model in unwrap, use flatten mapping set face angle threshold and facing to 0.01
2) Then connect each piece by Using the 'Stich Selection'
3) Scale for UV Map.


Is there anyway to fix what I have now without having to start over?
I do have backups of the model before I began scaling for the UVMap.
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Rhino
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Re: [Weapon] mk19 [WIP]

Post by Rhino »

I swear I've already linked you to this tut but here it is again: Creating a Weapon For Source download - Mod DB

You really shouldn't be using the automatically "Flatten Mapping" at least until you know excatly what your doing and know where it can and can't be used...

I would recommend starting over from scratch, after watching that video above (if it means watching it again as well) and in future you should save backups as you go. When ever I come to a major part in my modelling, I always go "File>Save Copy As..." as a backup, making it very easy to go back to something or even to get something from a old version which you can merge into your newest version. Currently my main project I've been working on for some time now has 724 backups saved for it though all its stages of its development.
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Wilkinson
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Re: [Weapon] mk19 [WIP]

Post by Wilkinson »

'[R-DEV wrote:Rhino;1267027']I swear I've already linked you to this tut but here it is again: Creating a Weapon For Source download - Mod DB

You really shouldn't be using the automatically "Flatten Mapping" at least until you know excatly what your doing and know where it can and can't be used...

I would recommend starting over from scratch, after watching that video above (if it means watching it again as well) and in future you should save backups as you go. When ever I come to a major part in my modelling, I always go "File>Save Copy As..." as a backup, making it very easy to go back to something or even to get something from a old version which you can merge into your newest version. Currently my main project I've been working on for some time now has 724 backups saved for it though all its stages of its development.
Never got that link from you but thank you.
I used to do this method. This was the first video that I ever downloaded to learn how to texture or the basics. I also have seen retardedmonkeys version of his AK-74
Then Some DEVs said use the flatten Method. Then some others, like yourself, do it manually.

So Confusing :( . There are hundreds of way to UVMap. I assume these rectangles will esque the texture making it look bad?

Time for Take 3 then..

Edit:
With Version 1 and 2 Together, I have 87 versions for backups. I learned to do that the hard way.
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hx.bjoffe
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Re: [Weapon] mk19 [WIP]

Post by hx.bjoffe »

With this much fail, you'll be a master in no time ;)
Kidding, but also serious, this all seems like a sound and healthy learning process given you have the patience.
Really looking forward to having this properly imported into PR. Keep up..
Z-trooper
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Re: [Weapon] mk19 [WIP]

Post by Z-trooper »

The way one learns stuff is by how much one fails. The most skilled people are probably the ones that have failed the most.

Maybe you should have tried to tackle other and more simple objects and get those to PR standards instead of trying to get a model of medium complexity up to standards for one of your first UVs.
You have made a lot of progress though and it is nearing something usable. Just saying that this probably wasn't the best learning project, hehe.
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Amok@ndy
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Re: [Weapon] mk19 [WIP]

Post by Amok@ndy »

lol you are encouraging me doing the C-160 :)
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Wilkinson
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Re: [Weapon] mk19 [WIP]

Post by Wilkinson »

Haha thanks guys.
These days are starting to remind me of the times when I first tried learning mapping.

Still not giving up. thanks for the encouragement.

Amo, If you dont finish the C-160 I might Cry lol
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Pariel
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Re: [Weapon] mk19 [WIP]

Post by Pariel »

This is probably the most helpful thread on UV mapping I've found on the forums so far.

Remember, if you have a question, you should always ask, because most of the time there are other people in the class with the same one (like me!).

So, thanks for showing off your stuff so the rest of us can learn.
Conman51
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Re: [Weapon] mk19 [WIP]

Post by Conman51 »

This is kind of a noobish question, but what exactly is UV mapping? like what does it translate to in game, i thought you only see the model and textures in game from what i can tell
"It's not the size of the dog in the fight, it's the size of the fight in the dog."
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Hauteclocque
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Re: [Weapon] mk19 [WIP]

Post by Hauteclocque »

You need to do the UVmaps if you want to put the textures on your model, it's like unfolding a cube. :razz: (if only it was as simple as a cube...) :mrgreen:
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Rhino
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Re: [Weapon] mk19 [WIP]

Post by Rhino »

Conman51 wrote:This is kind of a noobish question, but what exactly is UV mapping? like what does it translate to in game, i thought you only see the model and textures in game from what i can tell
Basically a UV map tells the model what part of the texture sheet (2D image) goes on what part of the model. Without it, a model can't be textured.
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