[WIP] RPG-7

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lucky.BOY
Posts: 1438
Joined: 2010-03-03 13:25

Re: [WIP] RPG-7

Post by lucky.BOY »

Post the template in 2048 then?
Doc.Pock
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Re: [WIP] RPG-7

Post by Doc.Pock »

yeah i will when i get hold of my PC.
Doc.Pock
Posts: 2899
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Re: [WIP] RPG-7

Post by Doc.Pock »

well i got hold of it now. so heres the map at 2048, and it seems there is no real problems, as far as i can see.

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Amok@ndy
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Re: [WIP] RPG-7

Post by Amok@ndy »

im not a modeler but 2048 is far to big for a handheld, most PR vehicles use 2048 or sth similar
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Rudd
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Re: [WIP] RPG-7

Post by Rudd »

[R-DEV]Amok@ndy wrote:im not a modeler but 2048 is far to big for a handheld, most PR vehicles use 2048 or sth similar
don't texturers work in high rez on the PSD and then resize the final product?
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Rhino
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Re: [WIP] RPG-7

Post by Rhino »

The UVs themselves look good for the most part other than the handles etc might need some work, but the thing you really need to work on is your packing. You've got a hell of a lot of unused space which if used up, would mean you could increase the rez of some of the more important bits as well as some bits a little too close together.
[R-DEV]Amok@ndy wrote:im not a modeler but 2048 is far to big for a handheld, most PR vehicles use 2048 or sth similar
I don't think he's making this for PR:BF2 and if he was, wouldn't really be worth replacing our RPG-7 with a new one anyways since there is nothing seriously wrong with our current model and would need someone to export it, who could be exporting something new for the mod.

And ye like Rudd said, you can work in 2048 and then downsize to 1024 afterwards. I do it all the time as it means things are somewhat "future proof", as you can easily downsize but increasing the rez if you need to like if your porting it to a new engine means making the texture again from scratch pretty much or just keeping it low rez.
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Tim270
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Re: [WIP] RPG-7

Post by Tim270 »

You have a lot of parts you can overlap. Displaying the uvs with a solid color aint so helpful, use textporter stle renders for uvs.
don't texturers work in high rez on the PSD and then resize the final product?
Depends. Working 2x size is acceptable but generally if you are going to texture at say 1024^2 you should texture from that size form the start as you lose the readability of lots of small details when you just 1/2 the texture size.
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Doc.Pock
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Re: [WIP] RPG-7

Post by Doc.Pock »

[R-DEV]Rhino wrote:The UVs themselves look good for the most part other than the handles etc might need some work, but the thing you really need to work on is your packing. You've got a hell of a lot of unused space which if used up, would mean you could increase the rez of some of the more important bits as well as some bits a little too close together.
what do you mean with fixing the handles?
[R-DEV]Tim270 wrote:You have a lot of parts you can overlap.
ive pretty much overlapped everything i could, eg. grips, sides of the sights, etc.
Displaying the uvs with a solid color aint so helpful, use textporter stle renders for uvs.
not sure how that looks. all ive found on google isthis

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Rhino
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Re: [WIP] RPG-7

Post by Rhino »

Doc.Pock wrote:what do you mean with fixing the handles?
http://i.imgur.com/7jPJfWP.jpg

the front and chamfers of your handles, as well as the front of your pistol grip, the grid doesn't look square to me in that shot?


Doc.Pock wrote:not sure how that looks. all ive found on google isthis
He means use Texporter to do your UV Renders, you can get it here: Cuneyt Ozdas Software

Which gives you this style of UV (a pretty old one that isn't that good but quickest example I could think of)
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Spush
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Re: [WIP] RPG-7

Post by Spush »

[R-DEV]Amok@ndy wrote:im not a modeler but 2048 is far to big for a handheld, most PR vehicles use 2048 or sth similar
Not really, my current projects are about 4096x4096 for the source, but most likely would be resized down, and it's just a firearm plus accessories.
Doc.Pock
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Re: [WIP] RPG-7

Post by Doc.Pock »

yeah i see what you mean on the grip. its just taken and relaxed. but if i would break some edges there to get better texel density it would mean more vertices and itd use up more texture space, which i am not fond of, especially since the scaling is so small and that part will mostly be covered by the hands anyway.

on the texporter, the newest max it works in is 2009, which is... well old :) so i cant really go for a render like that. what i can do is post the acctual wires on the UV and experiment with textools to see if i can get something similar out of it. i believe this renders an OS normal of the object with no smoothing groups on it and overlays a wireframe. will try to sort it out.

edit: ninja spush! :D
Tim270
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Re: [WIP] RPG-7

Post by Tim270 »

Doc.Pock wrote:on the texporter, the newest max it works in is 2009, which is... well old :) so i cant really go for a render like that. what i can do is post the acctual wires on the UV and experiment with textools to see if i can get something similar out of it. i believe this renders an OS normal of the object with no smoothing groups on it and overlays a wireframe. will try to sort it out.
Render the uv map as "normal" of whatever its called. One of the settings in there allows you to render it out with edges on it. Textools thing does the same.

Also pro's use 2009 :p
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Doc.Pock
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Post by Doc.Pock »

2014's actually pretty good. Got some awesome new tools, plus python scripting on the way.

And ive always(atleast when i still used 2010) found the normal mode of rendering somewhat bugged. Got weird artifacts and nonrendered faces... We'll see though.
Doc.Pock
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Re: [WIP] RPG-7

Post by Doc.Pock »

ok so ive rendered it in normal mode which as expected behaved like shit. i took all the overlaps to V+1 and rendered, but it still produced errors like if there were overlapped faces....

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i also took the liberty of comparing UV usage of my RPG and your helicopter rhino. mine was using 80% of the space, while yours uses 73%
Doc.Pock
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Re: [WIP] RPG-7

Post by Doc.Pock »

had time to finally come back to this.

started the highpoly and did the front sight

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Doc.Pock
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Re: [WIP] RPG-7

Post by Doc.Pock »

a rather picture full update :D

did most of the max part of the hipoly, just need to do the front grip and the scope mount, then off into ZBrush for some beating and wood.
Spoiler for \"big images\":
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Pantera
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Re: [WIP] RPG-7

Post by Pantera »

Nice! Looking good man....just dont beat the wood too much......................
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Tim270
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Re: [WIP] RPG-7

Post by Tim270 »

Your edge widths are way too tight at the moment. You can see it best in this pic

http://i.imgur.com/fWVdMah.jpg

That when you are this zoomed out you cant even tell most of those edges are sub-divided.
http://dl.dropboxusercontent.com/u/1725 ... hmodel.jpg

Also looks like some pinching on the sight.

http://i.imgur.com/fHkxvEe.jpg

Nice stuff nonetheless.
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Doc.Pock
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Re: [WIP] RPG-7

Post by Doc.Pock »

pinching is fixed (double vert) , *dat racer pic man* how many times have i posted it to people, and i guess the edges are abit tight now.

thnx nonetheless :)
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