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Re: [Weapon] APS/Stechkin [WIP]
Posted: 2010-10-28 15:29
by motherdear
no i am not on about scratches, try and open up the .dds pictures from, say the m16. and look how the metal was done and looks. it is much different from yours and looks much much better.
Re: [Weapon] APS/Stechkin [WIP]
Posted: 2010-10-29 17:38
by Nosferatu
I'm always somewhere around.
Agree on textures, but model looks OK now, edgy at some points but making those parts more oval will be just a waste of polygons. One little thing I'd like to point though:
1) Pistol grip looks pretty flat at marked points, those oval parts are specailly made to be
slightly wider than other parts of grip and make handling pistol more comfortable. It could be seen here
2) I'd like to see hi-res render of this part.
Re: [Weapon] APS/Stechkin [WIP]
Posted: 2010-10-30 10:12
by samogon100500
[R-DEV]Nosferatu wrote:2) I'd like to see hi-res render of this part.
Like this?

Re: [Weapon] APS/Stechkin [WIP]
Posted: 2010-10-30 22:33
by UberWazuSoldier
Well, I think if you lightened it and put some edge scrapes you'd be halfway there to making it look like metal. Then you can add the occasional darker bits where fingers rubbing over it have polished the metal over time, and raise the specular in that bit.
Re: [Weapon] APS/Stechkin [WIP]
Posted: 2010-11-02 12:00
by samogon100500
So am remap UV.What you think guys?i need some tips.
Re: [Weapon] APS/Stechkin [WIP]
Posted: 2010-11-02 13:34
by Rhino
Can you show us a filled UV and not a wire?
Re: [Weapon] APS/Stechkin [WIP]
Posted: 2010-11-02 14:35
by samogon100500
[R-DEV]Rhino wrote:Can you show us a filled UV and not a wire?
How i can do that?
Re: [Weapon] APS/Stechkin [WIP]
Posted: 2010-11-02 14:41
by Rhino
....
Cuneyt Ozdas Software
3rd one down on the list called "Texporter"
Re: [Weapon] APS/Stechkin [WIP]
Posted: 2010-11-02 15:07
by samogon100500
Re: [Weapon] APS/Stechkin [WIP]
Posted: 2010-11-02 15:10
by Rhino
Got lots of wasted space, some things that should be overlapped are and many UVs far too close together.
Re: [Weapon] APS/Stechkin [WIP]
Posted: 2010-11-02 17:51
by samogon100500
Better?
Re: [Weapon] APS/Stechkin [WIP]
Posted: 2010-11-02 18:00
by motherdear
personally i think you would have more success with doing the texture in a 2:1 format (1024x512 for instance) the weapon is longer than it is tall and it might be easier to get a tight uv in that format (i always end up using it anyway)
Re: [Weapon] APS/Stechkin [WIP]
Posted: 2010-11-02 20:13
by Z-trooper
meh dunno, think this looks pretty good WRT packing. It could probably be scaled by a few % and packed tighter, but besides that I think it is packed pretty good, no need for 2:1 ratio imo.
Re: [Weapon] APS/Stechkin [WIP]
Posted: 2010-11-02 20:42
by Rhino
[quote=""'[R-DEV"]motherdear;1481553']personally i think you would have more success with doing the texture in a 2:1 format (1024x512 for instance) the weapon is longer than it is tall and it might be easier to get a tight uv in that format (i always end up using it anyway)[/quote]
[quote="Z-trooper""]meh dunno, think this looks pretty good WRT packing. It could probably be scaled by a few % and packed tighter, but besides that I think it is packed pretty good, no need for 2:1 ratio imo.[/quote]
Ye I agree with Z here, a pistol is about as tall as it is long (unlike a rifle) which in this case, 1:1 works fine.
Packing looks much better this time, although still some wasted space like near the pistol grip and in the bottom left still some things far to close together and even overlapping when they shouldn't be, move them into the open spaces.
Re: [Weapon] APS/Stechkin [WIP]
Posted: 2010-11-03 05:31
by samogon100500
Am try to fix empty spaces on grip.
Re: [Weapon] APS/Stechkin [WIP]
Posted: 2010-11-03 06:58
by Chuc
Yeah, plus all the pistols ingame iirc are done with a 1:1 square texture sheet anyway. Keep it up samo

Re: [Weapon] APS/Stechkin [WIP]
Posted: 2010-11-03 07:24
by motherdear
Goes away and hides in a corner...
Re: [Weapon] APS/Stechkin [WIP]
Posted: 2010-11-03 08:10
by samogon100500
Re: [Weapon] APS/Stechkin [WIP]
Posted: 2010-11-03 13:27
by Rhino
[R-DEV]motherdear wrote:Goes away and hides in a corner...
lol dont worry MD, I know you like 2:1
samogon, you need to be more aware of the space between each UV. At the moment you dont really have a standard distance between all the objects and as such, many objects, epically the small ones are really close together, in some cases overlapping.
Here's a few suggestions, yellow marks too close together, green marks where to move something to, two green arrows going in on each other means scale down a bit, two green arrows going out from each other means scale up a bit. Also after doing this you should have a lot of extra space which you should fill by scaling bits up and moving other UVs which can fit in other areas better (to allow scaling up).

Re: [Weapon] APS/Stechkin [WIP]
Posted: 2010-11-03 16:47
by samogon100500