[Model] M2 Flamethrower [WIP]
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Mongolian_dude
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Re: [Model] M2 Flamethrower [WIP]
But wheres his cigar? Hes not even wearing aviators.
Do it again.
...mongol...
Do it again.
...mongol...
Military lawyers engaged in fierce legal action.
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Arc_Shielder
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Re: [Model] M2 Flamethrower [WIP]
Niceeeee 
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lucky.BOY
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Re: [Model] M2 Flamethrower [WIP]
I have finished UVs of the 1p weapon model.

And here are overlapping clusters in red.

Dont know how i should UV the tank group, as should be exported as port of kit geoms, if im not mistaken. So it prolly wont have its own texture sheet? Could i get any info on this?
Cheers

And here are overlapping clusters in red.

Dont know how i should UV the tank group, as should be exported as port of kit geoms, if im not mistaken. So it prolly wont have its own texture sheet? Could i get any info on this?
Cheers
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{ZW}C-LOKE
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Arc_Shielder
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Re: [Model] M2 Flamethrower [WIP]
Can anyone help him out on this?lucky.BOY wrote:Dont know how i should UV the tank group, as should be exported as port of kit geoms, if im not mistaken. So it prolly wont have its own texture sheet? Could i get any info on this?
Cheers![]()
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lucky.BOY
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Re: [Model] M2 Flamethrower [WIP]
Bumping this, could definately use some info on how to unwrap the tank group. Should I do it on a fresh new texture sheet or use some existing texture sheet that the ww2 US faction loads?
This is really blocking the progress here.
This is really blocking the progress here.
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lucky.BOY
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Re: [Model] M2 Flamethrower [WIP]
I'm unwrapping the tank group, figured I would pack it together with wand 3p texture, as they will be together most of the time. Im not really sure if the wand should use different texture sheets for 1p and 3p geoms, as i have basically only unsmoothed cylinders and colapsed some unneeded edges for the 3p mesh, but i guess clients dont need to load the high-rez texture 1p will use for the 3p weapon.
This way everybody will load only 1 texture sheet for the flamethrower, right?
My main problem is that i have this dillemma if i should overlap my major UV clusters.

As you can see here, fuel tanks are pretty much mirrored, with exception of that strut that goes out of the right one near bottom to support the fuel hose. If I understand it correctly, if I overlap UVs of those tanks, I will save loads of space, but I wont be able to bake specific normals and AO shadows on the right tank in areas that are different than on the left tank. Is it worth it?
It is similar with the frame that is holding the whole thing together, It I could well overlap its left and right parts on the UV, but then I couldnt bake specific normals and AO shadows in the place where this verical cylinder intersects with it. Also I would get a seam in the middle, but i can get away with that i think.
And lastly I dont know if I should overlap the big piece of canvas here, as I couldnt bake AO map for it, as the shadowing on the back and front is going to be quite different:
http://i.imgur.com/cAIP5NF.jpg
The question is, should i overlap those parts of the UV, or is it not worth losing the detail from AO and normal bakes in some parts of the model?
One last question, Is there i quick way to unwrap this?

The way I do these atm is to unwrap each piece as a cylinder and then manually weld it together in UV editor, but i could do with a faster way to do this, if there is any
This way everybody will load only 1 texture sheet for the flamethrower, right?
My main problem is that i have this dillemma if i should overlap my major UV clusters.

As you can see here, fuel tanks are pretty much mirrored, with exception of that strut that goes out of the right one near bottom to support the fuel hose. If I understand it correctly, if I overlap UVs of those tanks, I will save loads of space, but I wont be able to bake specific normals and AO shadows on the right tank in areas that are different than on the left tank. Is it worth it?
It is similar with the frame that is holding the whole thing together, It I could well overlap its left and right parts on the UV, but then I couldnt bake specific normals and AO shadows in the place where this verical cylinder intersects with it. Also I would get a seam in the middle, but i can get away with that i think.
And lastly I dont know if I should overlap the big piece of canvas here, as I couldnt bake AO map for it, as the shadowing on the back and front is going to be quite different:
http://i.imgur.com/cAIP5NF.jpg
The question is, should i overlap those parts of the UV, or is it not worth losing the detail from AO and normal bakes in some parts of the model?
One last question, Is there i quick way to unwrap this?

The way I do these atm is to unwrap each piece as a cylinder and then manually weld it together in UV editor, but i could do with a faster way to do this, if there is any
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Adriaan
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Re: [Model] M2 Flamethrower [WIP]
I think overlapping would be worth it. You can still bake anything you want from it as long as the UV pieces aren't overlapping at the moment you're baking (so move any overlapping pieces outside of the box until there's just one piece left). Since you said there's small differences in the pieces surrounding each tank, you may need to consider which of the two you're going to bake with (which one will give you the cleanest AO result) and possibly clean up noticable errors in PS afterwards.lucky.BOY wrote:As you can see here, fuel tanks are pretty much mirrored, with exception of that strut that goes out of the right one near bottom to support the fuel hose. If I understand it correctly, if I overlap UVs of those tanks, I will save loads of space, but I wont be able to bake specific normals and AO shadows on the right tank in areas that are different than on the left tank. Is it worth it?
I wouldn't overlap the canvas no. However, since both sides of it are either covered by the tanks or pressed mostly against the back of the character model you won't see them a lot. So they don't need a lot of space on the UV.
Afaik it's either doing it the way you said (pretty much manually) or remodelling it using a spline, which can generate proper UVs for itself automatically (hence splines are very useful for modelling tubes like that, as well as making modelling geometry of more complex tubes easier).lucky.BOY wrote:One last question, Is there i quick way to unwrap this?
The way I do these atm is to unwrap each piece as a cylinder and then manually weld it together in UV editor, but i could do with a faster way to do this, if there is any![]()
Last edited by Adriaan on 2013-02-03 21:12, edited 2 times in total.

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lucky.BOY
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Re: [Model] M2 Flamethrower [WIP]
Thanks for the fast response!
Wierd.
I did model that using spline, but UVs i got now are not usable, they are just projected from top. Might be i applied a UVW map modifier somewhere in the process, though I cant remember.[R-DEV]Adriaan wrote: Afaik it's either doing it the way you said (pretty much manually) or remodelling it using a spline, which can generate proper UVs for itself automatically (hence splines are very useful for modelling tubes like that, as well as making modelling geometry of more complex tubes easier).
Wierd.
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Adriaan
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Re: [Model] M2 Flamethrower [WIP]
Yeah, as long as you enabled Gen. Mapping Coords. (and Real-World Map Size) in your sweep modifier you should get proper UVs generated for it.lucky.BOY wrote:I did model that using spline, but UVs i got now are not usable, they are just projected from top. Might be i applied a UVW map modifier somewhere in the process, though I cant remember.
Wierd.

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lucky.BOY
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Re: [Model] M2 Flamethrower [WIP]
Turns out i did uncheck that, as i though "wth does that do, best turn it off so it doesnt f*ck something up".[R-DEV]Adriaan wrote:Yeah, as long as you enabled Gen. Mapping Coords. (and Real-World Map Size) in your sweep modifier you should get proper UVs generated for it.
In other news, UVs for 3p mesh of both the tank group and the wand are packed:



Any feedback is apreciated. And no, I wont model a cigar for the operator
To get this further down the road, it needs a texture. If anybody is interested, post below or pm me.
Cheers
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lucky.BOY
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Ratface
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Re: [Model] M2 Flamethrower [WIP]
I've only tried it once on the flak so far, but my guess is because of the size of the texture sheet, probably wrong but that's my guess 
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Spush
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Re: [Model] M2 Flamethrower [WIP]
Looks like mental ray ao bake right?
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lucky.BOY
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Re: [Model] M2 Flamethrower [WIP]
Yes, is that the wrong way to do it?[R-DEV]Spush wrote:Looks like mental ray ao bake right?
Btw I love the way MR does normal renders, with those little squares
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Spush
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Re: [Model] M2 Flamethrower [WIP]
There's no wrong way to do it. Any AO bake you got to clean up a bit for texture. For Mental Ray you get the grains I believe.
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Tim270
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Re: [Model] M2 Flamethrower [WIP]
This should help.
Ambient Occlusion Baking | Laurens Corijn
Ambient Occlusion Baking | Laurens Corijn
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Doc.Pock
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Re: [Model] M2 Flamethrower [WIP]
will u model a cigar pls? 
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Pvt.LHeureux
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Re: [Model] M2 Flamethrower [WIP]
You want a piece of me, boy?'[USF wrote:Doc.Pock;1862387']will u model a cigar pls?![]()

Chuva_RD : You want to remove bugged thing but dont tell how to fill formed void.
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Doc.Pock
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Re: [Model] M2 Flamethrower [WIP]
Sure. Just get online 



