[Weapon] APS/Stechkin [WIP]

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Rhino
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Re: [Weapon] APS/Stechkin [WIP]

Post by Rhino »

Try and keep everything evenly spaced out to avoid texture bleeding, I'm seeing some new stuff even closer now than it was before and some bits really, really far away, and some bits I noted unchanged...

Note posts #92 to #94 here if you dont understand why: https://www.realitymod.com/forum/f388-p ... ost1482169


EDIT: and read this new tut I've made :)

https://www.realitymod.com/forum/f189-m ... eding.html
Last edited by Rhino on 2010-11-04 02:17, edited 1 time in total.
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samogon100500
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Re: [Weapon] APS/Stechkin [WIP]

Post by samogon100500 »

Thanks dude :mrgreen:
I don't see any bleed(Except for mag,but they don't request very good texture ) on UV.
Anyway UV looks nice for me.
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Rhino
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Re: [Weapon] APS/Stechkin [WIP]

Post by Rhino »

I've just formatted my PC so you will have to wait until I've reinstalled photoshop before I can point out all the little bits but as my tut says, think about evenly spacing UVs apart from each other, dont overlap UVs (where some of your ones still are, even some that I pointed out from before you haven't changed) and try and use your space as best as you can.
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samogon100500
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Re: [Weapon] APS/Stechkin [WIP]

Post by samogon100500 »

[R-DEV]Rhino wrote:I've just formatted my PC so you will have to wait until I've reinstalled photoshop before I can point out all the little bits but as my tut says, think about evenly spacing UVs apart from each other, dont overlap UVs (where some of your ones still are, even some that I pointed out from before you haven't changed) and try and use your space as best as you can.
I have some good and some bad news about this model.
Good news - i all,what i need on texture.
Bad news - No idea about to make more optimize UV on this model.
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Rhino
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Re: [Weapon] APS/Stechkin [WIP]

Post by Rhino »

samogon100500 wrote:Good news - i all,what i need on texture.
That makes no sence :p


Also your general UV layout is fine its just the spacing and the little bits that could be done better, as I keep saying.
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Rhino
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Re: [Weapon] APS/Stechkin [WIP]

Post by Rhino »

Right here is a bunch of points, its pretty simple really, just keep everything evenly spaced out, isn't that hard to do, its like parking a car in a parking space, you want to leave enough space on both sides to be able to open the doors and to avoid hitting any other cars. With your UVs, you have scraped the paint off some cars...

There is always spots for something and if nothing else can be done, down scale a few bits or even all of it slightly in order to fit everything in but tbh, I dont think that is necessary for you, I can see lots of spaces for little bits which would then open up bigger spaces for bigger bits.

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Z-trooper
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Re: [Weapon] APS/Stechkin [WIP]

Post by Z-trooper »

meh its fine mr nitpicker ;)
Rhino
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Re: [Weapon] APS/Stechkin [WIP]

Post by Rhino »

Including thous overlaps in the top left and bottom left? :p
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Z-trooper
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Re: [Weapon] APS/Stechkin [WIP]

Post by Z-trooper »

Meeeh, maybe not ideally but since both will be metal it won't be noticeable on the end result.
Last edited by Z-trooper on 2010-11-04 20:17, edited 2 times in total.
Rhino
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Re: [Weapon] APS/Stechkin [WIP]

Post by Rhino »

still best to fix it, which to fix it isn't really a lot of work, just a lot of work explaining what needs to be fixed.... :p
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samogon100500
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Re: [Weapon] APS/Stechkin [WIP]

Post by samogon100500 »

'[R-DEV wrote:Rhino;1483005']Right here is a bunch of points, its pretty simple really, just keep everything evenly spaced out, isn't that hard to do, its like parking a car in a parking space, you want to leave enough space on both sides to be able to open the doors and to avoid hitting any other cars. With your UVs, you have scraped the paint off some cars...

There is always spots for something and if nothing else can be done, down scale a few bits or even all of it slightly in order to fit everything in but tbh, I dont think that is necessary for you, I can see lots of spaces for little bits which would then open up bigger spaces for bigger bits.

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Am scratch too many cars cuz I have a TAAAAAAAANK :twisted:
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Do you have any ideas about it?
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Rhino
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Re: [Weapon] APS/Stechkin [WIP]

Post by Rhino »

better, still a few things a little close and could be in better places but only minor problems :)
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motherdear
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Re: [Weapon] APS/Stechkin [WIP]

Post by motherdear »

looking good
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[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".
samogon100500
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Re: [Weapon] APS/Stechkin [WIP]

Post by samogon100500 »

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Am make texture of slide to chech mostly important parts.
P.S Texture 1024^2,but they been remades to 512^2,just make 1024^2 easy that 512^2.
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motherdear
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Re: [Weapon] APS/Stechkin [WIP]

Post by motherdear »

it's fine that you are making it in 1024. i usually make my textures in 2048x2048 and then scale them down.

but this texture looks much much better than the last and is much more metal like, watch out with doing the scratches early on as they might get a bit to busy and all over the place, they are also a bit to common on the parts atm but the base material is looking excellent.

If i was you i would focus on doing the base materials and shading with shadow/highlights on the gun. After that look into detailing and similar.

Good work on the texture so far, much much better than before, but how strong is your AO bake atm (can we have a look at the one you are using in your photoshop file ? )
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[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".
samogon100500
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Re: [Weapon] APS/Stechkin [WIP]

Post by samogon100500 »

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Basic Texture makes.OA still not makes.
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AquaticPenguin
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Re: [Weapon] APS/Stechkin [WIP]

Post by AquaticPenguin »

The handgrip looks quite low quality to me, it looks quite blurry as though it has been stretched out. Also the edges on the model look very soft, and they look more like painted edges rather than highlights at the moment. Your layer of scratches is a nice touch, but it seems like a very generic texture. Overall I think the detail is quite nice, but it needs to look a bit sharper and have some more contrasting areas.
mazur mikola
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Re: [Weapon] APS/Stechkin [WIP]

Post by mazur mikola »

fuck!!! it
awesom dude
motherdear
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Re: [Weapon] APS/Stechkin [WIP]

Post by motherdear »

I would really advice you not tu use photo sourcing for the handgrip plz. also you should never texture without an ao
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[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".
SashaSK8
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Re: [Weapon] APS/Stechkin [WIP]

Post by SashaSK8 »

i suggest you to use refs for scratches, i would make it like here
http://content.foto.mail.ru/mail/photos ... /s-237.jpg
http://content.foto.mail.ru/mail/photos ... /s-239.jpg

use soft brush for these scratches
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