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Re: [WIP] [Weapon] M2 Carl Gustaf

Posted: 2017-08-12 16:59
by Rhino
You need to enable some Max Padding in the render settings for decent results and you've still got you make your UVs proper 2:1 UVs by taking up the whole UV area and there isn't much point doing any high-rez baking until then.

I would suggest watching my entire tut, even if you know most of it, still best to watch it all so you don't miss the bits you don't know.

Oh and also you will want to bake the rear breech of the weapon far away from the main mesh so neither cast a significant shadow on each other so when it's opened up during the reload animation the faces aren't all black from them being on top of each other like they are now.

Re: [WIP] [Weapon] M2 Carl Gustaf

Posted: 2017-08-12 18:20
by w0lf3k
[R-DEV]Rhino wrote:You need to enable some Max Padding in the render settings for decent results
Yea, sorry, i forgot to change image format. Now with .png padding(2) works.
[R-DEV]Rhino wrote: I would suggest watching my entire tut, even if you know most of it, still best to watch it all so you don't miss the bits you don't know.
Yea, watch it again and it helps me to get seamless AO :)
[R-DEV]Rhino wrote: you've still got you make your UVs proper 2:1 UVs by taking up the whole UV area and there isn't much point doing any high-rez baking until then.
I've done all your advices, it fits perfect.
[R-DEV]Rhino wrote: Oh and also you will want to bake the rear breech of the weapon far away from the main mesh so neither cast a significant shadow on each other so when it's opened up during the reload animation the faces aren't all black from them being on top of each other like they are now.
I need to do same with scope if we will have ironsight version?

Re: [WIP] [Weapon] M2 Carl Gustaf

Posted: 2017-08-12 19:52
by Rhino
w0lf3k wrote:I need to do same with scope if we will have ironsight version?
Ye you don't want shadow from the scope for the Iron Sight version.

Re: [WIP] [Weapon] M2 Carl Gustaf

Posted: 2017-08-13 14:16
by w0lf3k
I sent you mesh with new AO.

Re: [WIP] [Weapon] M2 Carl Gustaf

Posted: 2017-08-18 00:18
by Rhino
Sorry I haven't gotten back to you on this, been busy. Hopefully be able to look at this next week.

Re: [WIP] [Weapon] M2 Carl Gustaf

Posted: 2017-08-19 04:32
by Rhino
Right since I can't sleep taking a look at this now.

First of all your UVs are still not setup properly for 2:1 UVs, they need to take up the entire UV square otherwise basically you're saying 1/2 of the texture isn't being used:
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Should look like this:
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When then when you apply a 2:1 texture to it, looks like this:
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For example, if you look at the Mirages Textures (first 2:1 texture I can think of, not a very good example but best I have to hand), you will see its 2:1 texture looks like so:
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And if you look at its (really bad) UVs you can see it looks like so without the texture applied:
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But when we apply its texture then the UVs become un-squished and make sense:
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You really need to make this change as per my last post before you do any more baking, even if they are just baking tests since any you do will be useless or pretty meaningless as the UVs will change.



Moving on, while I know packing the scope UVs into that little space left was a hard challenge and some bits were inevitably going to be smaller rez than the main parts of the model, some bits are just too low rez right now and I think you can do better looking at it in 3D. Mainly looking at the open scope cap, scope front and other bits that are right in front of the player you can see a much lower rez than even the main tube of the weapon which is further away and not square in front of the player like these bits, and they really need to be scaled up.
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First of all you can make some savings by overlapping some common bits. For starters, both scope caps right now have unique textures where they could easily use the same texture, especially since you are only really going to see the inside of the rear cap, and the backside of the front cap, meaning you can get away with the other two using each others textures.
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Also speaking of these caps, do you have any refs with them? I'm failing to see any refs with them and I think it may be worth removing them, not only to save tris and UV space, but also because they are going to look odd ingame unless animated really well.


Next as I mentioned before, the inside of the scope just needs to be a flat black and you can scale this down to use just 1px of texture even, since if you look side on at a scope, you will not see any detail inside, all you will see is the reflection on the glass until you start looking straight down to the other end where you will then see right though, with the zoom too:
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Speaking of which, you also need to model the glass for the lens on the front side of the scope, just the front side, don't bother with the back side or with modelling glass for the far side of the scope either, and it doesn't need to be UVed to the main sheet either, will use a common scope glass texture and an ENVmap reflection texture on it too, but you do need to model it in :)


Next the back side of this bit doesn't need to be as high rez as the rest as it is unlikely to be seen at all, even with the caps removed since the iron sights are blocking its view and its facing away from the players view. Although I would re-UV the edges to be stitched to the sides so just the inner most face is detached and scaled down:
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Anyways main areas I would focus on increasing their UV scale would be these bits which are either right in front of the player, or currently just too low rez, or both and if you remove those scope caps, make the inside of the scope takes up only a tiny, tiny bit of UV space somewhere out of the way and the other things I mentioned I don't think you will have an issue and can possibly scale up other bits too :)


Oh and one other thing, you need to also fix up your smoothing before doing an AO bake as otherwise, you will get hard shadows on each face which will only enforse the blockyness of the model, even after its been smoothed instead of the other way around:
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Re: [WIP] [Weapon] M2 Carl Gustaf

Posted: 2017-08-19 08:09
by w0lf3k
[R-DEV]Rhino wrote:Right since I can't sleep taking a look at this now.
First of all your UVs are still not setup properly for 2:1 UVs, they need to take up the entire UV square otherwise basically you're saying 1/2 of the texture isn't being used:
Ok i get it :D
Used this. But, i can delete them, yea.
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*SG's right now is fixed, sidepins added, ironsight calibrated and AO rebaked in Substance panter, where i can fix it right on the model if needed. Also about new experimental tools :P I've tested, it exports well .bundlemesh and .baf.

Re: [WIP] [Weapon] M2 Carl Gustaf

Posted: 2017-08-19 14:35
by Rhino
Cool. And as for exporting it with Max2017, it will be all down to you to do the exporting then.

Re: [WIP] [Weapon] M2 Carl Gustaf

Posted: 2017-08-19 15:51
by w0lf3k
Sending you mesh with new UV, where scope scaled up and unseen parts scaled down.

Re: [WIP] [Weapon] M2 Carl Gustaf

Posted: 2017-08-19 22:52
by Rhino
Looks good, not sure about all your changes but definitely better.

But as I said before, these sides, which are still pretty visible and are now super low rez:
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I would break off the side UV and stitch them to this one, being higher rez, and ideally, if you can find room, same with the other side too tbh so the seam isn't so easy to see:
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All these bits could be packed a lot better. Some of the really small things are using up prime space and can fit into some of the empty bits around the other spots of the UV that aren't big enough to be used by anything significant, but can be used by the really small bits in here:
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And ye, just generally try where you can to use the space a bit more efficiently :)

Keep up the good work thou! :D

Re: [WIP] [Weapon] M2 Carl Gustaf

Posted: 2017-08-20 00:09
by w0lf3k
[R-DEV]Rhino wrote:
And ye, just generally try where you can to use the space a bit more efficiently :)
Well. Its already 98%+ tile coverage...2% free space for 2px bleeding and in cause of shape of shells. Anyway i sent mesh with stitched stuff.

Re: [WIP] [Weapon] M2 Carl Gustaf

Posted: 2017-08-20 18:59
by Rhino
w0lf3k wrote:Well. Its already 98%+ tile coverage...2% free space for 2px bleeding and in cause of shape of shells. Anyway i sent mesh with stitched stuff.
Not so much about overall coverage it is more about not using prime space for tiny bits, where if you open up that space by moving those tiny bits into tiny areas left over, you can then increase then use that freed up prime space for more important things and scale them up too ;)

Also FYI, you have more of a 4px+ spacing between your UVs when its a 2048x1024 texture, which this will most likely be for the 1p model.


Anyways new UVs look good although a few things. Firstly by just rotating this bit you can make it quite a bit bigger and use up more of the area:
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TBH the UVing on the edges could be a lot better:
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You might as well use the full area here for this, while yes it does mean stretching the UVs a little, its worth it especially for any dashes that might be added to it:
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The size of these UVs could be increased and/or possibly found a better home too:
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If you just look around you can find lots of little bits of empty space that could be used:
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But ye other than those points its looking good! :D

Re: [WIP] [Weapon] M2 Carl Gustaf

Posted: 2017-08-20 19:15
by w0lf3k
Done.
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But here is not dashes, but diamond pattern.
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p.s. Those small bits as i remember 99% unseen.
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Re: [WIP] [Weapon] M2 Carl Gustaf

Posted: 2017-08-20 20:07
by Rhino
Cool ye and while ye, not important but still worth having them as big as you can and allowing other bits to be as big as they can too :)

Re: [WIP] [Weapon] M2 Carl Gustaf

Posted: 2017-08-20 20:16
by w0lf3k
Done. So... Texturing? :)

Re: [WIP] [Weapon] M2 Carl Gustaf

Posted: 2017-08-20 21:59
by FlyingR
Congrats on your RCON wolf! :D

Re: [WIP] [Weapon] M2 Carl Gustaf

Posted: 2017-08-21 01:05
by Rhino
Bake an AO and send it my way just to be sure :)

Re: [WIP] [Weapon] M2 Carl Gustaf

Posted: 2017-08-21 11:55
by w0lf3k
Sent mesh with AO.

Re: [WIP] [Weapon] M2 Carl Gustaf

Posted: 2017-08-21 23:18
by Rhino
Well umm, the UV is back to only using 1/2 the sheet again? Shouldn't do any baking etc without it using the whole area and being properly 2:1 and you shouldn't have even reverted back to this for any reason tbh...
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Need to make it use the entire UV area and then re-do your bakes. Do not attempt to make your 1:1 bakes 2:1 as the UVs will probably be slightly off still, without ensuring it isn't.

Other than that, looking really, really good! Loving the HP details too in the AO map and they should be looking even better on the normals! :D

The AO map is a little on the noisy side thou, would increase its quality if you can or possibly bake it in 4096x2048 (or larger the better) and then downsize to 2048x1024 will help get rid of the noise too and give you a much better end result too! :mrgreen:


So ye just make the UV a proper 2:1 UV and then re-bake to that and it should be ready for texturing! :D

Re: [WIP] [Weapon] M2 Carl Gustaf

Posted: 2017-08-21 23:53
by BubblyNinja
Is this just a private little project to showoff or will this weapon be implemented into PR Mod sometime in the future? Would be nice to see it as the US Army/UK Army Alternate HAT kit.