[WIP] M151 Protector RWS

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lucky.BOY
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Joined: 2010-03-03 13:25

Re: [WIP] M151 Protector RWS

Post by lucky.BOY »

Looks like it might, at least according to wiki:
Protector (RWS) - Wikipedia, the free encyclopedia

There is a list at the bottom, some of them may use a bit more modern M153, but they could sure use this ingame :)
Rhino
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Re: [WIP] M151 Protector RWS

Post by Rhino »

Ye with that amount of potential vehicles using it, I would UV it to its own sheet so other vehicles can use it potentially with ease :)
lucky.BOY wrote:Btw, is there a way to automatically UVW Unwrap those smoke grenade launchers that would keep those cylinders stiched together, uniform and maybe even overlayed (to share UV space)?
UV one, then clone it to all the other spots :)
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lucky.BOY
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Re: [WIP] M151 Protector RWS

Post by lucky.BOY »

[R-DEV]Rhino wrote:UV one, then clone it to all the other spots :)
Thanks for the tip!

UVs done, if this is all good I'm done with it for now, it needs textures and export scene now.
EDIT: Downsized UVs of faces that will be mostly covered by gun to save space, and since I had some place left, I divided smoke grenade launchers between two UV spaces, so texturer will be able to give them subtle differences and they wont look so repetitive.

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(Red are overlayed clusters to save UV space)
Last edited by lucky.BOY on 2013-06-26 00:04, edited 2 times in total.
Glimmerman
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Re: [WIP] M151 Protector RWS

Post by Glimmerman »

Looking good! :) , who will do the texture?
Rhino
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Re: [WIP] M151 Protector RWS

Post by Rhino »

UVs look good but your packing could be quite a bit better. Got a lot of stuff that's very close to other UVs where they could be moved further away and some things could be in better spots etc. Send me the scene and I'll show you what I mean as its easier for me to do than explain :p
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lucky.BOY
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Re: [WIP] M151 Protector RWS

Post by lucky.BOY »

Sent. 1234
AfterDune
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Re: [WIP] M151 Protector RWS

Post by AfterDune »

Great job, lucky. Your work is much appreciated!
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Rhino
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Re: [WIP] M151 Protector RWS

Post by Rhino »

Right took me a bit longer than I thought since I did a little more than just repacking :p

First I added a little cylinder onto the base as it had nothing to rotate around, can always remove it with ease if the vehicle your putting it on dose have something here but best to have it as part of the RWS anyways:
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I also added a few more faces behind the ammo box bit so it can rotate more than 15degs up/down than it could only before without showing a missing face, now can rotate something like 60degs up or something but w/e it is, should be enough :)
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Next I unwelded these bits so they can fully rotate together, before the bar was welded to the sides which it didn't need to be either as there was no chance of zfighting there, saving a few tris too:
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Then for your UVs, I started off by welding up a lot of them, you had pretty much nothing welded up like a low poly model UV that was going to get baked to, with the different smoothing groups all separate. Since your not doing any baking here (that I'm aware of at least) there its best to weld the sides up as not only dose it make cleaner textures, but saves quite a bit of UV space overall. Then next of course was packing which I've ended up with this. Note the massive gaps between each UV is because the final textures should be 512x512, possibly even as low as 256x256 and then taking into account mips on top of that, the big gaps are to help minimise texture bleed for these small sizes as the smaller the texture, the smaller the gaps :)
Although possibly a bit on the extreme side still, better to have bigger gaps than having texture bleed I find :p
And for the packing, you can see for yourself how I've used the space, although a few gaps most things fit into each other pretty well maximising usage while still keeping a gap between each UV :)
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Also fixed a few small smoothing group issues here and there :p

Will PM you the new files shortly :)
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Glimmerman
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Re: [WIP] M151 Protector RWS

Post by Glimmerman »

Wow, looks even better, cant wait to see this on our Boxer :)
lucky.BOY
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Re: [WIP] M151 Protector RWS

Post by lucky.BOY »

Thanks a bunch, I didnt want to stich those clusters together because I "might" get around to doing a highpoly of this. But as this has to have a 512p texture and gaps between clusters have to be this big, I can see that without stiching clusters together like this the texture quality would be much lower, so we will have to leave that out.
Rhino
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Re: [WIP] M151 Protector RWS

Post by Rhino »

Ye you can unstitch some bits and then move them slightly out, but keeping the same format as it is above for best blending results still :)

But ye, I don't think you need to do a high poly bake on this, especially since you don't already have a high poly model.
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lucky.BOY
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Re: [WIP] M151 Protector RWS

Post by lucky.BOY »

Fixed some things Rhino didnt catch, moved edges on the floatng cylinders into the main geometry to make sure they intersect after exporting to bf2.

All in all, considering this done on my side for now, any texturer can take it if he wants, Ill do LODs (and cols?) when texture is done and export scene is set up.
Rhino
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Re: [WIP] M151 Protector RWS

Post by Rhino »

lucky.BOY wrote:Fixed some things Rhino didnt catch, moved edges on the floatng cylinders into the main geometry to make sure they intersect after exporting to bf2.
Providing it was exported properly, that wouldn't have been a problem... Gaps only happen if an exporter starts resizing and moving stuff about incorrectly then the result is screwing everything up, which then the gaps shown it hasn't been exported correctly and other things are wrong with its scale etc :p
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lucky.BOY
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Re: [WIP] M151 Protector RWS

Post by lucky.BOY »

I see, I thought it had to do with floating point inaccuracies or something, won't do that again on future models.
lucky.BOY
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Re: [WIP] M151 Protector RWS

Post by lucky.BOY »

Just a info here, sent this to [R-COM]glimmerman about a month ago, and it should be getting textured around now.
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