[Weapon] mk19 [WIP]

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Salmonella
Posts: 341
Joined: 2009-07-17 01:30

Re: [Weapon] mk19 [WIP]

Post by Salmonella »

Wilkinson wrote:Tried Re-Doing my Sheet.
So far we are sitting at about 3% Pixel loss on a 1024x 512 sheet. Which Will be used for this weapon I think. Good point at where we are.
Still fixing as we go. But here we are so far
much better, just make sure everything is square, and you have 2-4 pixel border between each piece to avoid pixel bleeding in lower textures sizes...
If the border is
boilerrat wrote:Here is a good example of efficient spacing.
Works best with circles for obvious reasons.
Try to put things inside of other things whenever you can to use up space, and save space for larger more important parts.
I really don't think so...

I think that you guys should read some 3d/texturing theories, to fully understand what may be wrong, 15 minutes of wikipedia reading would make you aware of this issues we are talking about.
I started dealing with this 3d things 6 months ago, just for our comfac, all that I learnt was freely avaliable everywhere you can imagine, just google it...
Last edited by Salmonella on 2010-02-28 04:54, edited 4 times in total.
boilerrat
Posts: 1482
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Re: [Weapon] mk19 [WIP]

Post by boilerrat »

Whatever, I worked on that unwrap and asked 3 people before posting it here... they all said I was doing it right.
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Rhino
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Re: [Weapon] mk19 [WIP]

Post by Rhino »

boilerrat wrote:Whatever, I worked on that unwrap and asked 3 people before posting it here... they all said I was doing it right.
And where any of these 3 people Developers with experience of UV mapping and have knowledge of texturing, pixel bleeding, mipmaps etc?

Here is a basic image to show you the effects of pixel bleeding if your unaware of it.

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To put it simply, if a UV is too close to anouther UV, the pixels can easily "bleed" into each other. So say you had two sides of a square, one side you wanted red and the other sided you wanted yellow, but each square face was next to each other, when you save the texture the red and the yellow will mix into each other, giving you a orange edges where the UV edges are close to each other. This will only get worse as the texture size is lowered and with the mipmaps it can become very apparent as well because a gap of 2px can become 0.25 of a pixel after a player is 20m away from the object and when you have less than a pixel to work with texture bleeding is going to happen a hell of a lot.

You can only get away with bits being very close together when you know they are going to be using the same colour and are not going to have any distinguishing details like a large scratch etc.
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boilerrat
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Re: [Weapon] mk19 [WIP]

Post by boilerrat »

Thats why my textures always screw up...

Secondly... this is the guy that told me I was doing fine.

FPSBANANA > Models > FPSB > Rifles > Seph's High Poly AK-47
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Rhino
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Re: [Weapon] mk19 [WIP]

Post by Rhino »

Well that guy clearly doesn't understand much about texturing, He's only done flat colours on his model with no spec map (or a flat spec map) etc... Even I consider myself a crappy texture artist but I can make a 100x better texture than that hehe :p

EDIT: actually I doubt he's even UVed that AK-47 and all he's done is just apply different colour materials to each bit.
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Salmonella
Posts: 341
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Re: [Weapon] mk19 [WIP]

Post by Salmonella »

boilerrat wrote:Whatever, I worked on that unwrap and asked 3 people before posting it here... they all said I was doing it right.
Dude, 99% of the good comments on foruns are just good manners, I only pay attention to the bad ones or so called "contructive critics", you should too.
I'm just saying, do a little research on this subject to improve your knowledge and afterwards your overall quality.
Furthermore you must have a self critcism to keep improving yourself...

about that model you've shown, the model itself is good, but the texture its only a flat color propably applied directly to the mesh then baked into the sheet...
Personally I don't like separated textures files, since it increases the number os assigned shaders, in theory increases the disc access, further it makes the space optimization and the texturing harder.
Last edited by Salmonella on 2010-02-28 06:36, edited 3 times in total.
Wilkinson
Posts: 1916
Joined: 2008-08-18 21:55

Re: [Weapon] mk19 [WIP]

Post by Wilkinson »

BEFORE
Wilkinson wrote:
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AFTER
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boilerrat
Posts: 1482
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Re: [Weapon] mk19 [WIP]

Post by boilerrat »

GL with your model, I havent modded for bf2.

My friend does source stuff... same with me.

have fun
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Rhino
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Re: [Weapon] mk19 [WIP]

Post by Rhino »

http://i45.tinypic.com/2nbhsom.jpg

still many parts far too close.
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Tim270
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Re: [Weapon] mk19 [WIP]

Post by Tim270 »

Out of interest, can I ask why this is being done in 1024:512?
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Wilkinson
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Re: [Weapon] mk19 [WIP]

Post by Wilkinson »

Here is it cleaned up.
Basically I went into photoshop and rendered a UV Template.
From there I selected the black, then selected the inverse by Ctrl+Shift+I
After that I expanded the selection by 3 pixels.

So far this is where I stand. I think I'm on the right track.
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Rhino
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Re: [Weapon] mk19 [WIP]

Post by Rhino »

the arrgment is looking better but now you have lots of unused space in-between areas etc and some parts are looking rather squished and too small, like thous side bits to the ammo box, there's a purple one near the centre then looks like its been squished vertically and then to the mid right you have the same bit, only much smaller but at least not squished up...
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Wilkinson
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Re: [Weapon] mk19 [WIP]

Post by Wilkinson »

Made the image 1024^2 so it would be easier on the eyes. Should be optimal for texturing too. I looked at other stationary weapons, the .50 Cal uses a 1024x512 sheet and the hmg_gpmg uses a 512^2 sheet probably reduced from a 1024^2 or 2048^2

I went through most of the parts that may have been squished or too small. Tried to make them bigger.
Pixel loss is at 7%.
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Z-trooper
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Re: [Weapon] mk19 [WIP]

Post by Z-trooper »

apart from a few things that are ridiculously small, it is taking shape.
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"Without geometry, life is pointless"
Rhino
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Re: [Weapon] mk19 [WIP]

Post by Rhino »

ye, and the gaps between each bit are now too large + still a lot of wasted space, and dont use the gpmg or anything crappy like that as a ref.
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Drav
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Re: [Weapon] mk19 [WIP]

Post by Drav »

I think you're getting there Wilkinson. That is a perfectly acceptable level of black imo. You could try moving and enlarging some of the very small bits like Tom says, but otherwise it looks pretty acceptable. Sure there are things that could be improved if you want to be picky, but you get better at these things with practice and that UV looks good enough to texture soon imo.

With game art I think it is easy to go overboard on perfection that often isnt necessary. Sure, you cant be having really bad UVs, but you can spend a hell of a long time getting something perfect that would've been fine 5 hours ago. With UVs, as long as its easy to texture and makes the most of your texture space, job done.


I think you're pretty much there with the texture space, what remains to be seen is whether its a ******* to texture. This is the reason that its preferable that modellers are texturers and vice versa.
Last edited by Drav on 2010-03-02 17:32, edited 2 times in total.
Koroush47
Posts: 268
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Re: [Weapon] mk19 [WIP]

Post by Koroush47 »

Looks great man, good job!
Wilkinson
Posts: 1916
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Re: [Weapon] mk19 [WIP]

Post by Wilkinson »

Re-Do.
Got tired of the old one. Plus I felt it wouldn't really fit right
Tried staring at Kaleijors and Salmonella's UVs while doing so.

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Salmonella
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Re: [Weapon] mk19 [WIP]

Post by Salmonella »

Thats it, now you make it right, good space usage, borders.. don't if that little pieces are so little, but very good.

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Wilkinson
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Re: [Weapon] mk19 [WIP]

Post by Wilkinson »

[R-CON]Salmonella wrote:Thats it, now you make it right, good space usage, borders.. don't if that little pieces are so little, but very good.
After a 2-3 hour break I do see that it seems to have a little more Black then I think it could use. I will fix it :) .

Thanks for the help Salmonella.
Your a real help.

By the way. Regarding the AO Map. I want to include them in my Texture but how would I do so. Just add it as an overlay or such. Just to help with the lighting?
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