[Weapon] QSZ-92-5.8 [WIP]

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Adriaan
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Re: [Weapon] QSZ-92-5.8 [WIP]

Post by Adriaan »

It's all packed now, im just not sure if the different clusters need more spacing in between to prevent pixel bleeding (no experience with that). Feedback on that is very much welcome. :p

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Rhino
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Re: [Weapon] QSZ-92-5.8 [WIP]

Post by Rhino »

Please download Texporter from here (3rd one down) and render your UVs with that and then post them up, will get a much better idea than a wire of them :)

Cuneyt Ozdas Software

But from looking at your UVs as they are it looks like everything is far too close together and will have serious colour bleed issues.
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Adriaan
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Re: [Weapon] QSZ-92-5.8 [WIP]

Post by Adriaan »

'[R-DEV wrote:Rhino;1430622']Please download Texporter from here (3rd one down) and render your UVs with that and then post them up, will get a much better idea than a wire of them :)

Cuneyt Ozdas Software

But from looking at your UVs as they are it looks like everything is far too close together and will have serious colour bleed issues.
Alright, i'll give it all some more spacing then :smile:
DeltaFart
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Re: [Weapon] QSZ-92-5.8 [WIP]

Post by DeltaFart »

Yes the right balance is the key, where that balance is though, is sometimes hair pullingly maddening! :) You'll get it though, if an idiot like me could do it and get a mostly ok from people for my shotgun anyone can hahaha
Speaking of which I need to check with chuc on it
Adriaan
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Re: [Weapon] QSZ-92-5.8 [WIP]

Post by Adriaan »

Ok, this should do it, hopefully! ;)

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Edit: found a few mistakes and corrected them, updated image accordingly.
Last edited by Adriaan on 2010-09-01 18:37, edited 3 times in total.
SashaSK8
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Re: [Weapon] QSZ-92-5.8 [WIP]

Post by SashaSK8 »

I've marked some things, they too close to each other
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I'm not sure but i think UVs shouldn't be too close to the edges, you can leave there about 1-2 pixels
and also you could use more space :) wait for Rhino :)

nice work btw :)
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Adriaan
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Re: [Weapon] QSZ-92-5.8 [WIP]

Post by Adriaan »

[R-DEV]SashaSK8 wrote:I've marked some things, they too close to each other

I'm not sure but i think UVs shouldn't be too close to the edges, you can leave there about 1-2 pixels
and also you could use more space :) wait for Rhino :)

nice work btw :)
Thanks! I've tried to adjust it according to your advice:

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The circles/half circles (hight differences of the casings) in the lower right corner above the mag shouldn't have too much problems with colour bleed btw, since they will all have more or less the same colour and texture.
Adriaan
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Re: [Weapon] QSZ-92-5.8 [WIP]

Post by Adriaan »

I did some more adjusting on the uv map during the past few days, tried to improve the spacing:

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Rhino
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Re: [Weapon] QSZ-92-5.8 [WIP]

Post by Rhino »

can you post a larger UV Adriaan? Can't see anything in 512x512.
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Adriaan
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Re: [Weapon] QSZ-92-5.8 [WIP]

Post by Adriaan »

[R-DEV]Rhino wrote:can you post a larger UV Adriaan? Can't see anything in 512x512.
No prob. :smile:

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I'm moving the pieces a bit more away from the edge of the sheet atm.
Last edited by Adriaan on 2010-09-23 17:25, edited 3 times in total.
Rhino
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Re: [Weapon] QSZ-92-5.8 [WIP]

Post by Rhino »

Cheers, looks pretty good just a few issues.

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Red Arrows are pointing out bits far too close to the edge of the UV. This will lead to texture bleed to the other side of the UV as the UV is kinda "tiled" if that makes any sense. You need to keep your UVs away from the edge of the UV bit as much space as you would keep between objects (or 1/2 of the space on each side will do).

Yellow arrows mark where you could move UVs into more open spots to free up some space and yellow circles mark places you could put stuff, although this is up to you its not really necessary but might open up some room for you to scale up some UVs :)


Other than that, looking good :)
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Adriaan
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Re: [Weapon] QSZ-92-5.8 [WIP]

Post by Adriaan »

Thanks for the feedback, very helpful! Fixing it up as we speak. :p
Adriaan
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Re: [Weapon] QSZ-92-5.8 [WIP]

Post by Adriaan »

Alright, moved the pieces away from the edges and moved/scaled others according to your advice:

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Rhino
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Re: [Weapon] QSZ-92-5.8 [WIP]

Post by Rhino »

Looks good to me, nice work :)
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motherdear
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Re: [Weapon] QSZ-92-5.8 [WIP]

Post by motherdear »

looking awesome. Will see if i can find a texture artist or something for this beast :)

and i need to teach you that high poly trick for the grip
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Rhino
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Re: [Weapon] QSZ-92-5.8 [WIP]

Post by Rhino »

[R-DEV]motherdear wrote:looking awesome. Will see if i can find a texture artist or something for this beast :)
Unlikely to happen with the very few texture artists we have. Its hard enough trying to get my Z-9/Panther series skinned :p

Would be best to see if Adriaan can learn texturing as well :)
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Maxfragg
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Re: [Weapon] QSZ-92-5.8 [WIP]

Post by Maxfragg »

Rhino - trying to get 3d-Artist to do UV-Maps and Skins since 2006
Rhino
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Re: [Weapon] QSZ-92-5.8 [WIP]

Post by Rhino »

Maxfragg wrote:Rhino - trying to get 3d-Artist to do UV-Maps and Skins since 2006
I do UVs I just can't do textures, I'm shit :p

The best I can do is edit images and make them into textures, which is pretty much what I did when I skinned the SA80 Bayonet is I had really good refs of each angle so I could just rip off the pic from the ref photo and shove it onto the UV :D
But I simply can't make textures from scratch :(
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SashaSK8
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Re: [Weapon] QSZ-92-5.8 [WIP]

Post by SashaSK8 »

If you guys want i could texture it :)
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H.sta
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Re: [Weapon] QSZ-92-5.8 [WIP]

Post by H.sta »

https://www.realitymod.com/forum/f388-p ... -time.html

... just figured it was kind of a coincidence
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