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Re: [Weapon] mk19 [WIP]
Posted: 2009-12-19 16:53
by AquaticPenguin
Wrote a lot on it, couldn't find many visible seams. THere are a few bits which are stretching and you could probably economise the uv map a bit since there are some places which aren't seen as much as others or could be covered up by an AO map.
Re: [Weapon] mk19 [WIP]
Posted: 2009-12-19 16:57
by Wilkinson
Appericiate it Aquatic. Really Great Review. Forgot to mention after I make the texture I'll fit some of the other parts on since they are going to have the exact same copy.
Will fix what you saw.
Re: [Weapon] mk19 [WIP]
Posted: 2009-12-19 18:06
by Wilkinson
Good Bye.
Edited because old Pics were inputed.
Re: [Weapon] mk19 [WIP]
Posted: 2009-12-19 18:18
by BloodBane611
Looks solid, seems like you hit all the problem areas. I can't wait to see it ingame
Re: [Weapon] mk19 [WIP]
Posted: 2009-12-19 22:26
by Gosu-Rizzle
Great job! Hope it will make it for 0.9

Re: [Weapon] mk19 [WIP]
Posted: 2009-12-19 23:03
by laikiunreal
So...much....talent!!!!!
Re: [Weapon] mk19 [WIP]
Posted: 2009-12-21 00:47
by anglomanii
i know you've done a lot of work on this, but can i just say i have seen some of the aussie AGL's have dust covers over some bits of them even while they are being used. it might be a way to cut back on resources.... it's just a thought.
model looks great, i would love to see it atop a bushmaster.
Re: [Weapon] mk19 [WIP]
Posted: 2010-02-04 03:04
by Wilkinson
So lets bump this

.
Alright. After 2, I REPEAT, 2 FILE CORRUPTIONS of FULL UV Maps, I finally realized to start saving in version.. :/ Hah. This is something I'll be doing in a Side that ALL CURRENT COMFACS go First. "They are sitting there, time to get em in game."-
Afterdune
UVMapping took me about 4 hours in total. Though people say UVMapping is Boring, I find it quite interesting, like a big puzzle. I like Puzzles so this suits me

haha.
Textures will be starting soon. BUT This isnt expected to be finished until possibly ADF Release, so Soon but not Too Soon. This project has taught me a lot lot lot about 3ds Max, UVMapping, and texturing at total. And I still cant get scratches right

. Eventually I will. I have been very well known unfortunatley, at leaving projects at lets say.. "Half-*** or Less". After some R/L Events and the fact that I got my head straight, that shouldnt be happening anytime anymore. Hopefully once project is done DEVs will approve of PR Standards and maybe lead to other projects?

haha.
Anyway, enough Rambling, time for pics.
Model:Henke
UVs: Wilkinson
Textures:______
Export:_____

Re: [Weapon] mk19 [WIP]
Posted: 2010-02-04 03:10
by mk19ftw
-Claps- Bravo soldier! I love it. The mk19 ( obviously seen by looking at my username ) is one of if not the first weapon of choice in my list. Now we just need ray ray and brad the iceman modeled in the humvee so we can get some

Re: [Weapon] mk19 [WIP]
Posted: 2010-02-04 03:10
by Rhino
nice load of wasted space...
Re: [Weapon] mk19 [WIP]
Posted: 2010-02-04 03:12
by Wilkinson
[R-DEV]Rhino wrote:nice load of wasted space...
Trying to Cut down. Sorry. When I attach Models It fcks it all up and when I try to use the Multi Unwrap tool it refuses to work in my Max.
Re: [Weapon] mk19 [WIP]
Posted: 2010-02-04 03:20
by Rhino
dont use the multi UV tool, attach it all to one object.
If you plan on separating each bit in the future for export or w/e, just give each part a different material (each material can use the same textures etc) then when it comes to separating them just select the material ID and detach.
Re: [Weapon] mk19 [WIP]
Posted: 2010-02-04 03:27
by Wilkinson
[R-DEV]Rhino wrote:dont use the multi UV tool, attach it all to one object.
If you plan on separating each bit in the future for export or w/e, just give each part a different material (each material can use the same textures etc) then when it comes to separating them just select the material ID and detach.
Is there anyway I can Attach the objects and Not lose the UVs? There are 3 parts, As shown from pictures. The Ammo, the Base, and Body. Forgive me if that is a very stupid question. I tried google probably hundreds of times on that. Otherwise I'll just create copies of the UV Renders, use it as a "Texture" in the Unwrap UV Window. And place accordingly to what space is left over with help of PS.
Re: [Weapon] mk19 [WIP]
Posted: 2010-02-04 03:32
by Rhino
attaching an object to anouther object wont affect the UVs unless your max is super screwy...
Re: [Weapon] mk19 [WIP]
Posted: 2010-02-04 03:36
by Wilkinson
[R-DEV]Rhino wrote:attaching an object to anouther object wont affect the UVs unless your max is super screwy...
When I map the UVs, and then attach. The model that is the "base" of the attachment completly loses it's UVMaps. I even check the "Preserve UVs" box. Could it be cause they are on the same Texture Channel?
Edit:
Being the moron I am. I realized that the "Preserve UV's" Box was messing it up.. I'll get it sorted soon.
Re: [Weapon] mk19 [WIP]
Posted: 2010-02-04 03:37
by Rhino
no.
.
Re: [Weapon] mk19 [WIP]
Posted: 2010-02-04 03:43
by Wilkinson
[R-DEV]Rhino wrote:no.
.
For some reason it worked. All UVs are in the same box and it seems ok. I need to reinstall 3ds max or something. I thought Max 9 had an issue like this?
Re: [Weapon] mk19 [WIP]
Posted: 2010-02-04 03:46
by Rhino
no.
.
Re: [Weapon] mk19 [WIP]
Posted: 2010-02-04 03:48
by Wilkinson
[R-DEV]Rhino wrote:no.
.
So what should have I done? Just try and re-install and do it again? I lost the UVs for the Stand but that's easy to do and No harm done to the main body or Ammo. As long as it works we're good right?
Re: [Weapon] mk19 [WIP]
Posted: 2010-02-04 03:55
by Rhino
you most likley have a dodgy script installed, probably the multi object UVer (I've always found it really screwy, why I dont use it) and just uninstall that + any other scripts and see if it helps.
in not, reinstall max.