[Vehicle] Zastava 900 AK [WIP]
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altfuture
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Re: [Vehicle] Zastava 900 AK [WIP]
Sorry, but nothing else I can do about it. Maybe if I reduce the normal map thickness for speedo it'll appear slightly more sharp.
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Rhino
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Re: [Vehicle] Zastava 900 AK [WIP]
You can increase the size of its UV. This is why starting off with a good UV is so important.altfuture wrote:Sorry, but nothing else I can do about it. Maybe if I reduce the normal map thickness for speedo it'll appear slightly more sharp.
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Smiddey723
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Re: [Vehicle] Zastava 900 AK [WIP]
This model is looking fantastic brilliant effort keep it up

.:2p:.Smiddey
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altfuture
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Re: [Vehicle] Zastava 900 AK [WIP]
I already did exactly that with the latest update (the hardest most boring way you can imagine), but there is simply no room for it anywhere in the uv layout to increase it to anymore. Pointing out that NOW, I can't do anything more about it.[R-DEV]Rhino wrote:You can increase the size of its UV. This is why starting off with a good UV is so important.
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Chuc
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Re: [Vehicle] Zastava 900 AK [WIP]
I reckon we should move on from the dashboard Rhino
What's left to do altfuture?
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Rhino
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Re: [Vehicle] Zastava 900 AK [WIP]
Ye rgr, if you posted your UVs before you started texturing something could have been done about it but now its not really possible without redoing your textures.altfuture wrote:I already did exactly that with the latest update (the hardest most boring way you can imagine), but there is simply no room for it anywhere in the uv layout to increase it to anymore. Pointing out that NOW, I can't do anything more about it.
Just make sure you learn from your mistakes on this and next time make sure it dosen't happen
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AfterDune
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Re: [Vehicle] Zastava 900 AK [WIP]
I just wanna say.. it looks great! Keep it up, altfuture, I'm looking forward to seeing more stuff from you
.

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altfuture
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Re: [Vehicle] Zastava 900 AK [WIP]
Ye, definitely gonna pay more attention to speedo next time.[R-DEV]Rhino wrote:Ye rgr, if you posted your UVs before you started texturing something could have been done about it but now its not really possible without redoing your textures.
Just make sure you learn from your mistakes on this and next time make sure it dosen't happen![]()
Left to do is unwrapping and texturing the exterior which will go quite fast I think[R-DEV]Chuc wrote:I reckon we should move on from the dashboard RhinoWhat's left to do altfuture?
Cheers[R-DEV]AfterDune wrote:I just wanna say.. it looks great! Keep it up, altfuture, I'm looking forward to seeing more stuff from you.
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Hauteclocque
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Re: [Vehicle] Zastava 900 AK [WIP]
Keep up the good work altfuture, and show your UVmap sheet when you're done with the exterior 

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altfuture
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Re: [Vehicle] Zastava 900 AK [WIP]
Just wanna let you guys know that I didn't forget about this. It's just my other work being hell lately 
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pfhatoa
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Re: [Vehicle] Zastava 900 AK [WIP]
Great! It's looking great already! Will be an welcomed addition to PR!
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altfuture
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Re: [Vehicle] Zastava 900 AK [WIP]
Hey all,
I'm in a hurry, but I'll post this quick sneak-peak of the 3p model's uv map, to keep y'all posted. More to follow soon before I start texturing the exterior.

I'm in a hurry, but I'll post this quick sneak-peak of the 3p model's uv map, to keep y'all posted. More to follow soon before I start texturing the exterior.

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Z-trooper
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Re: [Vehicle] Zastava 900 AK [WIP]
Love the packing effort. It is packed so tightly that it looks like it might pixel bleed a bit, but since the exterior will probably be in 1 color scheme with low contrast it isn't much of a problem.
you *could* overlap the sides of the car and gain some more texture space/resolution that way.
you *could* overlap the sides of the car and gain some more texture space/resolution that way.
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Rhino
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Re: [Vehicle] Zastava 900 AK [WIP]
Cool but far too many things are close together and I also see quite a lot of overlapping?
If your UVs are too close together like many of yours are what you get is a thing called "Pixel Bleeding", which is basically when your texture is compressed (into a .dds or w/e) and epically in the texture's mipmaps (where the texture is made smaller in steps) your pixel colours will bleed into each other, and if you have your UVs too close together, with for example lets say you have 2 UVs side by side, the UV on the left is a red face and the UV on the right is a green face, when they bleed at the point they are very close to each other, the colours will bleed into each other, which will result in the side of both of there objects taking on the other UVs colour, or even mixing into a colour like green. As such, its very important you have a good amount of space between all of your UVs, no less than 3 pixels (but really, more is better) and any two faces that are meant to be next to each other, stitch up
EDIT: damn ninja Z, and ye, overlapping bits like Z suggested would be a good move
Also speaking over overlaps, point I forgot to mention, the bit in the bottom left looks like there is a lot of overlapping going on there, is that meant to be overlapped? Doesn't look quite right to me.
If your UVs are too close together like many of yours are what you get is a thing called "Pixel Bleeding", which is basically when your texture is compressed (into a .dds or w/e) and epically in the texture's mipmaps (where the texture is made smaller in steps) your pixel colours will bleed into each other, and if you have your UVs too close together, with for example lets say you have 2 UVs side by side, the UV on the left is a red face and the UV on the right is a green face, when they bleed at the point they are very close to each other, the colours will bleed into each other, which will result in the side of both of there objects taking on the other UVs colour, or even mixing into a colour like green. As such, its very important you have a good amount of space between all of your UVs, no less than 3 pixels (but really, more is better) and any two faces that are meant to be next to each other, stitch up
EDIT: damn ninja Z, and ye, overlapping bits like Z suggested would be a good move
Also speaking over overlaps, point I forgot to mention, the bit in the bottom left looks like there is a lot of overlapping going on there, is that meant to be overlapped? Doesn't look quite right to me.
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altfuture
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Re: [Vehicle] Zastava 900 AK [WIP]
Hey guys. Thanks for the comments!
Arh, I didn't know about the pixel bleeding issue with compressed images. Could you show me an example? I would like to know exactly how it looks cause I might be able to avoid it by controlling the texture. It'd be pain in the *** to have to tweak the uv map all the way.
Basically all that can be stitched together is already stitched, exception being a few boxes from the interior. In order to stitch them, I would need to reorganize large part of the uv map, which sucks.
If I can somehow test exactly how this pixel bleeding problem would manifest on this specific model, I could definitely take care of it, so please if you know a way let me know.
Originally I wanted to overlap the vehicle sides, but when I noticed that the texel resolution is ok with both of them packed individually, I decided not to overlap, because now I can give some unique features that I wanted to do from the start (e.g. The whole van is red, but one door is green; or there is something written on the sides, etc).
About the weird overlaps on the bottom left part of the image, it's some strange error in the UV render process. The cracked window area is not covered with anything (should be black inside it).
The overlapping part on the another window, above the cracked window was fixed meanwhile.
Arh, I didn't know about the pixel bleeding issue with compressed images. Could you show me an example? I would like to know exactly how it looks cause I might be able to avoid it by controlling the texture. It'd be pain in the *** to have to tweak the uv map all the way.
Basically all that can be stitched together is already stitched, exception being a few boxes from the interior. In order to stitch them, I would need to reorganize large part of the uv map, which sucks.
If I can somehow test exactly how this pixel bleeding problem would manifest on this specific model, I could definitely take care of it, so please if you know a way let me know.
Originally I wanted to overlap the vehicle sides, but when I noticed that the texel resolution is ok with both of them packed individually, I decided not to overlap, because now I can give some unique features that I wanted to do from the start (e.g. The whole van is red, but one door is green; or there is something written on the sides, etc).
About the weird overlaps on the bottom left part of the image, it's some strange error in the UV render process. The cracked window area is not covered with anything (should be black inside it).
The overlapping part on the another window, above the cracked window was fixed meanwhile.
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Rhino
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Re: [Vehicle] Zastava 900 AK [WIP]
rgr, give me a bit and I'll type up some quick info on it, will have to save me typing it up again later since it seems I have to explain it quite a lot 
BTW, what UV render are you using? I personally find Texporter is the best one out there, never had an issue with it myself: Cuneyt Ozdas Software
3rd one down on the list and remember to uncheck backface cull on the options
EDIT: also dont count on using a 2048x2048 texture, at the very most this will most likley be using a 1024x1024 texture. Not even APCs ingame use anything larger than a 1024x1024 texture so you might want to reconsider overlapping the side UVs etc again.
EDIT: here's the info on pixel bleeding
https://www.realitymod.com/forum/f189-m ... eding.html
BTW, what UV render are you using? I personally find Texporter is the best one out there, never had an issue with it myself: Cuneyt Ozdas Software
3rd one down on the list and remember to uncheck backface cull on the options
EDIT: also dont count on using a 2048x2048 texture, at the very most this will most likley be using a 1024x1024 texture. Not even APCs ingame use anything larger than a 1024x1024 texture so you might want to reconsider overlapping the side UVs etc again.
EDIT: here's the info on pixel bleeding
https://www.realitymod.com/forum/f189-m ... eding.html
Last edited by Rhino on 2010-11-04 02:18, edited 2 times in total.
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altfuture
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Re: [Vehicle] Zastava 900 AK [WIP]
Hello everyone and happy New Year! 
Again excuse me for the lack of updates, I've got a full time job meanwhile so I have really little time/energy to invest in side-projects. However, rest assured that I don't plan on giving up on this, it will just take some extra time.
Thanks very much Rhino for the detailed explanation of pixel bleeding. I was aware of this problem before although your post got me to think a bit more about it (particularly the fact that bleeding gets more noticeable when you shrink the texture size from the original one).
I have sat today and fixed the UV map so that now there should be none or minimal color bleeding. Also started some texturing, but I will continue on another occasion. It's important that I've gotten past the most boring part
Basically we're almost there, I think next update will probably be the finished normal map, and then the final texture
Btw Rhino, saw you in Forgotten Hope 2 a month or so ago; you killed me brutally while I was switching to pistol from bazooka
Again excuse me for the lack of updates, I've got a full time job meanwhile so I have really little time/energy to invest in side-projects. However, rest assured that I don't plan on giving up on this, it will just take some extra time.
Thanks very much Rhino for the detailed explanation of pixel bleeding. I was aware of this problem before although your post got me to think a bit more about it (particularly the fact that bleeding gets more noticeable when you shrink the texture size from the original one).
I have sat today and fixed the UV map so that now there should be none or minimal color bleeding. Also started some texturing, but I will continue on another occasion. It's important that I've gotten past the most boring part
Basically we're almost there, I think next update will probably be the finished normal map, and then the final texture
I use 3ds Max default UV editor. I will check Texporter, thanks!'[R-DEV wrote:Rhino;1482562']BTW, what UV render are you using? I personally find Texporter is the best one out there, never had an issue with it myself: Cuneyt Ozdas Software
It's ok. Even with 1024^2 it looks pretty good so I will keep the side separate.EDIT: also dont count on using a 2048x2048 texture, at the very most this will most likley be using a 1024x1024 texture. Not even APCs ingame use anything larger than a 1024x1024 texture so you might want to reconsider overlapping the side UVs etc again.
Btw Rhino, saw you in Forgotten Hope 2 a month or so ago; you killed me brutally while I was switching to pistol from bazooka
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Hauteclocque
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Re: [Vehicle] Zastava 900 AK [WIP]
Hey
Good to know you're still working on this. I can't wait to see the texture.
Good to know you're still working on this. I can't wait to see the texture.

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simeon5541
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Re: [Vehicle] Zastava 900 AK [WIP]
Great idea !!altfuture wrote:Hello guys! Since this is my first post, first off I feel I should give a big respect for the dev team of Project Reality! Thanks guys, I dig your game!
I am a game artist by trade, and I would like to offer my help in those few spare minutes that I have daily by making some models for PR from time to time.
I live in Serbia and, since there is no Serbian army in the game, I would like help getting included at least some of our domestic equipment there, if you happen to find a place for them. I know only of a few notable Serbian military vehicles but most are various modernized modifications of old Russian equipment (APCs, tanks, airplanes). Someone would probably know more than I do, as I'm not much informed about our military equipment. One modern Serbian vehicle that I know of is Lazar BVT APC.
However, I have decided not to model Lazar, but instead make something more unexpected
Zastava 900 AK!
http://images.forum-auto.com/mesimages/ ... 73_jpg.png
http://upload.wikimedia.org/wikipedia/c ... 00_T_2.JPG
http://images.forum-auto.com/mesimages/ ... 0102_1.jpg
It is a small Yugoslavian van produced in Serbia during '70s and '80s. It carried an engine from Zastava 750
Idea is that it could be used as an insurgent vehicle, in two variants: passenger carrier and ammo carrier.
As a passenger carrier, it would have six positions:
- driver
- co-driver seat
- two open windows on the sides, on which you sit and fire across the roof
- sitting inside, on supply boxes
- sitting behind the back window (which is broken), ready for shooting 6 o'clock
Something like this:
As an ammo carrier, it would have driver and co-driver positions, and ability to drop ammo crates. Could also have painted windows.
Just wanted to give heads up that I'm starting this, and to check what is the feedback on the idea. I'm currently making the model (mesh is one third complete). I'm expecting the polycount along with interior to be around 5-6k triangles. I have a few questions that I didn't find answered in the guidelines thread: should interior share the same texture as exterior? What is the technique of making glass, do I model it with thickness? Is glass part supposed to have an alpha map included and again, does it use the same texture as the whole vehicle? Lastly, is there anyone who would be willing to import this vehicle to the game if you like it?
If in the end you guys don't use it as a vehicle, I think it can serve as a scenery object. I have noticed many players from Balkan in the game, and I'm sure many would be very thrilled to see this vehicle in the gameBut of course, it's up to you.
I will post progress as I go in the following days.
Samo napred brate !!
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altfuture
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Re: [Vehicle] Zastava 900 AK [WIP]
Picture time !!! 
Please note that texture is still work in progress so some things are missing (for example, windows will be back once everything is done, I have removed them just temporarily). Normal map for the 3rd person model, although not displayed here, is finished. I hope you like the new stuff.




Please note that texture is still work in progress so some things are missing (for example, windows will be back once everything is done, I have removed them just temporarily). Normal map for the 3rd person model, although not displayed here, is finished. I hope you like the new stuff.



Thanks man!simeon5541 wrote:Great idea !!
Samo napred brate !!![]()



