[WIP] [Weapon] M2 Carl Gustaf

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Rhino
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Re: [WIP] [Weapon] M2 Carl Gustaf

Post by Rhino »

w0lf3k wrote:i just hate max9 :evil: so want work with it as little time as possible(exporting, lods, cols).
Ye but the sooner you start using it the better as then you can ensure all the smoothing etc is fixed and even with those experimental export tools (which are untested with export, only really with importing for LMing etc), who ever exports it (probably me tbh) will be using Max9.
w0lf3k wrote:Also still confused, cant find selected shells :( Whole UV looks different.
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ehhh that's really odd. It looks like an old version of my UV but I've checked the files I've sent you and both are the most recent UVs? TBH I have no idea how you've got that version? Did you also try loading the UVs into that same scene?

As for your final UV, quite a few things I did got reverted like some stitches of the breech locking arm etc and ye, your packing could be better tbh still :p

EDIT: going to look into finishing off more of the packing before sending it back again, but ye also found this face 1/2 clipping through the pistol grip which you can get rid of 1/2 of, as well as the central vertex down the middle:
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Seems like a lot of the trigger area is clipping through the grip and could be optimized a lot more:
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EDIT: also this part wasn't welded up:
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Last edited by Rhino on 2017-08-09 11:36, edited 2 times in total.
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w0lf3k
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Re: [WIP] [Weapon] M2 Carl Gustaf

Post by w0lf3k »

'[R-DEV wrote:Rhino;2170715']
EDIT: going to look into finishing off more of the packing before sending it back again, but ye also found this face 1/2 clipping through the pistol grip which you can get rid of 1/2 of, as well as the central vertex down the middle:
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Seems like a lot of the trigger area is clipping through the grip and could be optimized a lot more:
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Fixed.
'[R-DEV wrote:Rhino;2170715']
EDIT: also this part wasn't welded up:
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Well, its invisible for player and clipping are not big.

I found your UV. Finished pack by me.
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Last edited by w0lf3k on 2017-08-09 12:57, edited 1 time in total.
Rhino
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Re: [WIP] [Weapon] M2 Carl Gustaf

Post by Rhino »

Ye your getting better but still some way to go.

I was already quite a bit though my packing so thought it best I finished it since I've also fixed up some UVs too.

Anyways Here's what I've done, and yes, there is a lot of empty space left over but it wasn't worth scaling up the small elements to fill when I think there should be just about enough room for the Scope UVs too with any luck at the same rez as the main weapon, which if you can get them all on here, would also mean one less draw call for the weapon. And even if you can't get all the scope UVs on here, will be worth the memory saved to get all you can on here :)
Also note things like the inside of the scope use a common flat black texture, although you can pack that onto here as just a tiny box UV into a single pixel and that will do the job and save a draw call :D
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transparent, although only in 1024x512: http://i.imgur.com/i5xBBEX.png


The only things I haven't packed are these rivets/bolts here, since as I said before, they are really better done via a normal/bump map, saving tris and texture space, as well as not having them zfight, but mostly because they will never be seen by the player in 1st person so there is really no point in having 3D ones. Can use these ones to bake the normals onto the model and could even bake textures if you textured them too but ye, not worth having them on the model itself tbh.
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You could also get rid of these for the same reason although slightly more chance of being seen in 1p but still pretty unlikely with the irons etc in the way:
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But ye, worth keeping these bolts which I've packed in:
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Oh and also the final UVW Map modifier I've added was just making the whole UV take the whole UV area and to undo that, just disable/delete that UVW modifier :)
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w0lf3k
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Re: [WIP] [Weapon] M2 Carl Gustaf

Post by w0lf3k »

em, UV squared.
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Rhino
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Re: [WIP] [Weapon] M2 Carl Gustaf

Post by Rhino »

Ye like I said at the end of that post:
'[R-DEV wrote:Rhino;2170757']Oh and also the final UVW Map modifier I've added was just making the whole UV take the whole UV area and to undo that, just disable/delete that UVW modifier :)
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A 2:1 UV still uses the entire UV map like that when properly packed, just a 2:1 texture is applied to it. Since you have no texture applied to your UV channel, it assumes it is a 1:1 UV by default until you tell it otherwise.

Just disable/delete the "Unwrap UVW" modifier to go back to how it was before.
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w0lf3k
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Re: [WIP] [Weapon] M2 Carl Gustaf

Post by w0lf3k »

Hmm, adding scope to 47% tile coverage UV. Challenge accepted :D
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Rhino
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Re: [WIP] [Weapon] M2 Carl Gustaf

Post by Rhino »

Nice work, looks really good now and with the 1p texture at 2048x1024 it should look and work really well! :D

Do a low poly AO bake of the entire model to confirm that there are no errors (other than on the overlaps, check this tut about that) but it should all be good! :D
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w0lf3k
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Re: [WIP] [Weapon] M2 Carl Gustaf

Post by w0lf3k »

Well, dunno...
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Here some errors
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p.s. SG's just autosmoothed.
w0lf3k
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Re: [WIP] [Weapon] M2 Carl Gustaf

Post by w0lf3k »

rerendered AO, looks better, but forget set BG white :D
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for white bg firstly i need to save rendered image as png and then add bg in photoshop?
Last edited by w0lf3k on 2017-08-10 01:05, edited 1 time in total.
w0lf3k
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Re: [WIP] [Weapon] M2 Carl Gustaf

Post by w0lf3k »

Combine AO's and set white bg.
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Looks much better.
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But here's some errors. I can fix em further in PS or need to do new render?
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Rhino
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Re: [WIP] [Weapon] M2 Carl Gustaf

Post by Rhino »

Ye was worried you might get them. The best way to solve this is to simply break up your UVs a tiny bit between these areas of different lighting.

But first, since your UV is now pretty much final you should really make the UV cover the whole UV area.

To do this, first turn on % snapping and set it to 100% snap increments:
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Then select all your UVs just drag them up vertically while holding shift so they become 2x their height:
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Next download this texture (right click, save as):
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Then go pick bitmap & browse to that texture:
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And then your UVs will be properly 2:1:
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Although you will want to slightly tweak them by dragging the corners of all your UVs to be 2px from the edges:
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Now to fix the shadowing issues, you want to break up the UV a bit from all the hard edges like so, note the first edge I haven't broken off since it isn't a sudden 90deg change, only around 45degs and as such, isn't a problem:
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And then I'm just going to separate them by 1px:
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And ye, just do that for all the major problems and your AO/textures will be much better.


Also as for these issues:
You just need to add padding to your AO to solve that. I recommend doing it in PS myself with the blur tool, blurring underneath the AO layers but compensating for all visible layers while also having no background, so the blur becomes the BG and that does a good job of padding :)
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w0lf3k
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Re: [WIP] [Weapon] M2 Carl Gustaf

Post by w0lf3k »

[R-DEV]Rhino wrote:Ye was worried you might get them. The best way to solve this is to simply break up your UVs a tiny bit between these areas of different lighting.
In last post i thought its fixed.
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Or its bad AO and it shouldn't look like that?
[R-DEV]Rhino wrote: You just need to add padding to your AO to solve that. I recommend doing it in PS myself with the blur tool, blurring underneath the AO layers but compensating for all visible layers while also having no background, so the blur becomes the BG and that does a good job of padding :)
Ok, i'll try that, but not quite understand how :)
Last edited by w0lf3k on 2017-08-10 14:14, edited 2 times in total.
Rhino
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Re: [WIP] [Weapon] M2 Carl Gustaf

Post by Rhino »

w0lf3k wrote:In last post i thought its fixed.
http://i.imgur.com/bsvqDwW.png
Or its bad AO and it shouldn't look like that?
Na you've still got areas where the shadow from the sides is bleeding over onto parts that shouldn't have any shadow:
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w0lf3k wrote:Ok, i'll try that, but not quite understand how
My tut from 1hr 2mins goes into this, although better to watch more than that tbh since has other info in it you will find useful: https://youtu.be/DUtwUGL7V6g?t=3720
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w0lf3k
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Re: [WIP] [Weapon] M2 Carl Gustaf

Post by w0lf3k »

'[R-DEV wrote:Rhino;2170841']Image
My image folder is empty :(
Rhino
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Re: [WIP] [Weapon] M2 Carl Gustaf

Post by Rhino »

Ye you need to download this checker texture I posted above (right click, save as)
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w0lf3k
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Re: [WIP] [Weapon] M2 Carl Gustaf

Post by w0lf3k »

i miss that this not just gray texture :D


*also snap tool not working for me :( i'm holding shift, but it keep scaling w/o snap.
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+ my pixs looks blured
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Last edited by w0lf3k on 2017-08-10 20:21, edited 5 times in total.
Rhino
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Re: [WIP] [Weapon] M2 Carl Gustaf

Post by Rhino »

Gotta turn on % snapping here:
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I'm not familiar with Max2017 but it could be either one of two things. Firstly it might be your UV image display settings are fixed at a "custom size", if the texture is still square after applying it then this might be the case, and in Max9 you would go into the UV window's extended options and then turn that off.
The other possibility is your Display settings are limited, in that case, you need to go into your preferences and tweak your display settings to allow for high rez textures etc.
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w0lf3k
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Re: [WIP] [Weapon] M2 Carl Gustaf

Post by w0lf3k »

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Blur
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No Blur
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This AO is baked in max, but looks i missed some option :)
Last edited by w0lf3k on 2017-08-11 18:37, edited 5 times in total.
Mj Pain
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Re: [WIP] [Weapon] M2 Carl Gustaf

Post by Mj Pain »

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Still missing the sidepins on frontsight and protective ring on the rear sight.
(see page35. https://hemvarnet.se/UserFiles/Utbildni ... dr_Grg.pdf)


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Also tube with firemechanism is actually a tube :)
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w0lf3k
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Re: [WIP] [Weapon] M2 Carl Gustaf

Post by w0lf3k »

Mj Pain wrote: Still missing the sidepins on frontsight and protective ring on the rear sight.
I'm explained why they missed. sidepins will be in final, but ring is absent on my ref. Some have it, some not.
Mj Pain wrote: Also tube with firemechanism is actually a tube :)
On my refs it not a tube.
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