Re: [Model] M2 Flamethrower [WIP]
Posted: 2013-01-04 22:20
But wheres his cigar? Hes not even wearing aviators.
Do it again.
...mongol...
Do it again.
...mongol...


Sickness!lucky.BOY wrote:
Can anyone help him out on this?lucky.BOY wrote:Dont know how i should UV the tank group, as should be exported as port of kit geoms, if im not mistaken. So it prolly wont have its own texture sheet? Could i get any info on this?
Cheers![]()


I think overlapping would be worth it. You can still bake anything you want from it as long as the UV pieces aren't overlapping at the moment you're baking (so move any overlapping pieces outside of the box until there's just one piece left). Since you said there's small differences in the pieces surrounding each tank, you may need to consider which of the two you're going to bake with (which one will give you the cleanest AO result) and possibly clean up noticable errors in PS afterwards.lucky.BOY wrote:As you can see here, fuel tanks are pretty much mirrored, with exception of that strut that goes out of the right one near bottom to support the fuel hose. If I understand it correctly, if I overlap UVs of those tanks, I will save loads of space, but I wont be able to bake specific normals and AO shadows on the right tank in areas that are different than on the left tank. Is it worth it?
Afaik it's either doing it the way you said (pretty much manually) or remodelling it using a spline, which can generate proper UVs for itself automatically (hence splines are very useful for modelling tubes like that, as well as making modelling geometry of more complex tubes easier).lucky.BOY wrote:One last question, Is there i quick way to unwrap this?
The way I do these atm is to unwrap each piece as a cylinder and then manually weld it together in UV editor, but i could do with a faster way to do this, if there is any![]()
I did model that using spline, but UVs i got now are not usable, they are just projected from top. Might be i applied a UVW map modifier somewhere in the process, though I cant remember.[R-DEV]Adriaan wrote: Afaik it's either doing it the way you said (pretty much manually) or remodelling it using a spline, which can generate proper UVs for itself automatically (hence splines are very useful for modelling tubes like that, as well as making modelling geometry of more complex tubes easier).
Yeah, as long as you enabled Gen. Mapping Coords. (and Real-World Map Size) in your sweep modifier you should get proper UVs generated for it.lucky.BOY wrote:I did model that using spline, but UVs i got now are not usable, they are just projected from top. Might be i applied a UVW map modifier somewhere in the process, though I cant remember.
Wierd.
Turns out i did uncheck that, as i though "wth does that do, best turn it off so it doesnt f*ck something up".[R-DEV]Adriaan wrote:Yeah, as long as you enabled Gen. Mapping Coords. (and Real-World Map Size) in your sweep modifier you should get proper UVs generated for it.





Yes, is that the wrong way to do it?[R-DEV]Spush wrote:Looks like mental ray ao bake right?
You want a piece of me, boy?'[USF wrote:Doc.Pock;1862387']will u model a cigar pls?![]()