[Weapon] APS/Stechkin [WIP]
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motherdear
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Re: [Weapon] APS/Stechkin [WIP]
no i am not on about scratches, try and open up the .dds pictures from, say the m16. and look how the metal was done and looks. it is much different from yours and looks much much better.

[R-DEV]OkitaMakoto: "Talking squad level tactics in bed is actually a little known aphrodisiac"
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Nosferatu
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Re: [Weapon] APS/Stechkin [WIP]
I'm always somewhere around.
Agree on textures, but model looks OK now, edgy at some points but making those parts more oval will be just a waste of polygons. One little thing I'd like to point though:

1) Pistol grip looks pretty flat at marked points, those oval parts are specailly made to be slightly wider than other parts of grip and make handling pistol more comfortable. It could be seen here

2) I'd like to see hi-res render of this part.
Agree on textures, but model looks OK now, edgy at some points but making those parts more oval will be just a waste of polygons. One little thing I'd like to point though:

1) Pistol grip looks pretty flat at marked points, those oval parts are specailly made to be slightly wider than other parts of grip and make handling pistol more comfortable. It could be seen here

2) I'd like to see hi-res render of this part.
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samogon100500
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Re: [Weapon] APS/Stechkin [WIP]
Like this?[R-DEV]Nosferatu wrote:2) I'd like to see hi-res render of this part.


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UberWazuSoldier
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Re: [Weapon] APS/Stechkin [WIP]
Well, I think if you lightened it and put some edge scrapes you'd be halfway there to making it look like metal. Then you can add the occasional darker bits where fingers rubbing over it have polished the metal over time, and raise the specular in that bit.

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samogon100500
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Rhino
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samogon100500
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Re: [Weapon] APS/Stechkin [WIP]
How i can do that?[R-DEV]Rhino wrote:Can you show us a filled UV and not a wire?

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Rhino
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Rhino
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Re: [Weapon] APS/Stechkin [WIP]
Got lots of wasted space, some things that should be overlapped are and many UVs far too close together.
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motherdear
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Re: [Weapon] APS/Stechkin [WIP]
personally i think you would have more success with doing the texture in a 2:1 format (1024x512 for instance) the weapon is longer than it is tall and it might be easier to get a tight uv in that format (i always end up using it anyway)

[R-DEV]OkitaMakoto: "Talking squad level tactics in bed is actually a little known aphrodisiac"
[R-CON]Pantera : "maybe you might learn that we are not super intelligent beings chained in UKF's basement being forced to work on this".
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Z-trooper
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Re: [Weapon] APS/Stechkin [WIP]
meh dunno, think this looks pretty good WRT packing. It could probably be scaled by a few % and packed tighter, but besides that I think it is packed pretty good, no need for 2:1 ratio imo.
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Rhino
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Re: [Weapon] APS/Stechkin [WIP]
[quote=""'[R-DEV"]motherdear;1481553']personally i think you would have more success with doing the texture in a 2:1 format (1024x512 for instance) the weapon is longer than it is tall and it might be easier to get a tight uv in that format (i always end up using it anyway)[/quote]
[quote="Z-trooper""]meh dunno, think this looks pretty good WRT packing. It could probably be scaled by a few % and packed tighter, but besides that I think it is packed pretty good, no need for 2:1 ratio imo.[/quote]
Ye I agree with Z here, a pistol is about as tall as it is long (unlike a rifle) which in this case, 1:1 works fine.
Packing looks much better this time, although still some wasted space like near the pistol grip and in the bottom left still some things far to close together and even overlapping when they shouldn't be, move them into the open spaces.
[quote="Z-trooper""]meh dunno, think this looks pretty good WRT packing. It could probably be scaled by a few % and packed tighter, but besides that I think it is packed pretty good, no need for 2:1 ratio imo.[/quote]
Ye I agree with Z here, a pistol is about as tall as it is long (unlike a rifle) which in this case, 1:1 works fine.
Packing looks much better this time, although still some wasted space like near the pistol grip and in the bottom left still some things far to close together and even overlapping when they shouldn't be, move them into the open spaces.
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samogon100500
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Re: [Weapon] APS/Stechkin [WIP]

Am try to fix empty spaces on grip.
Last edited by samogon100500 on 2010-11-03 05:38, edited 1 time in total.

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Chuc
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Re: [Weapon] APS/Stechkin [WIP]
Yeah, plus all the pistols ingame iirc are done with a 1:1 square texture sheet anyway. Keep it up samo 
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motherdear
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Re: [Weapon] APS/Stechkin [WIP]
Goes away and hides in a corner...

[R-DEV]OkitaMakoto: "Talking squad level tactics in bed is actually a little known aphrodisiac"
[R-CON]Pantera : "maybe you might learn that we are not super intelligent beings chained in UKF's basement being forced to work on this".
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samogon100500
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Rhino
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Re: [Weapon] APS/Stechkin [WIP]
lol dont worry MD, I know you like 2:1[R-DEV]motherdear wrote:Goes away and hides in a corner...
samogon, you need to be more aware of the space between each UV. At the moment you dont really have a standard distance between all the objects and as such, many objects, epically the small ones are really close together, in some cases overlapping.
Here's a few suggestions, yellow marks too close together, green marks where to move something to, two green arrows going in on each other means scale down a bit, two green arrows going out from each other means scale up a bit. Also after doing this you should have a lot of extra space which you should fill by scaling bits up and moving other UVs which can fit in other areas better (to allow scaling up).







