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[WEAPON] IMBEL IA-2 [WIP]
Posted: 2014-01-25 18:20
by SShadowFox
So, the IMBEL IA-2 rifle being made for the (unofficial) Brazilian Army COMFAC by a friend who have also be doing some other models that can be found
here. Now I want to make a thread just for this gun as it is almost done.
p3d.in - ia2finaltest
Main body UV:
Mobile parts UV:
Bayonet:
UV:
Now what I want to know is if there's something to be fixed on the UV and also if it's needed to optimize the model in order to reduce the tris count. I also want a volunteer to make the textures for it, if anyone is interested contact me.
Re: [WEAPON] IMBEL IA-2 [WIP]
Posted: 2014-01-25 18:34
by CTRifle
Alright, so going from a texturing point of view (not a pro but if I were UVing it), what ive circled is just alot of pieces that are separate, and imo unorganized. yo should stitch the pieces together so that it can have more of a continuous seam then. So basically put more pieces together. It would make it alot easier to have larger things together to get a nice texture
mobile parts UV, maybe just get them a little closer to one another so you can save space and even make it a little larger depending on how much space you can get.
For the bayonet UV, reorganize it so you can do it 512x1024 or even smaller? Either way there is alot of wasted space there
knife texture

Re: [WEAPON] IMBEL IA-2 [WIP]
Posted: 2014-01-25 19:10
by 3===SPECTER===3
Yea the UVs could be a lot better. Right now there's a lot of wasted space (between the faces) and a lot of the shapes are very small & just kind of placed all over the place. I don't have much time now to give detailed feedback (Rhino will prob come in at some point and give something better) But I'd start with re-UVing the main faces and stitching together as much as you can, especially things on the same smoothing groups. You can also overlap a lot of those smaller UVs (the small circles etc...) if they're not going to have drastically different textures and they're so small in comparison to the rest of the gun that they don't need to be taking up all that pixel space. The biggest parts of the gun, & the parts closest to the players face in 1st person need to have the most pixel space. I'd re UV it with that in mind and realize that the simpler you make your UV shapes, (square rectangles etc...) the tighter you can pack them together.
Re: [WEAPON] IMBEL IA-2 [WIP]
Posted: 2014-01-25 19:34
by Tim270
Pretty much uv's need to be redone - have a look into overlapping uvs and UV packing theory. The gun should also all be on one UV sheet rather than 2. And as CRT mentioned, maybe take the knife to a 512^2 or 1024x512.
BEFORE you do any more UV stuff though there are some critical fixes that need to be applied to the model.
Main things
- I can see Z-fighting on parts of your mesh
- LOTS of un-needed triangles on the mesh! I suggest posting up lost of wireframe pictures here and the guys can give you criticisms.
- Prioritize detail! pretty much your whole pistol grip/trigger assemply is pushing more polies than your rear sight! (Trigger is almost never seen, sight is constantly!) Make the rear sight perfectly rounded so you cant see any jaggyness.
- Make the stock more round, will be a seen a lot.
Good stuff though, keep at it!
Re: [WEAPON] IMBEL IA-2 [WIP]
Posted: 2014-01-25 21:03
by SShadowFox
Thanks for the feedback, click
here for the wireframe pics. If you guys want I can take more.
Re: [WEAPON] IMBEL IA-2 [WIP]
Posted: 2014-01-27 13:13
by lucky.BOY
Loads of unneeded verts here, i marked just the worst offenders, there is much more. As was said you give way too many tris to your trigger and pistol grip. The magazine needs to be more round, 3 sides just dont cut it. The barrel (except for the flash suppressor) is could do with being less smooth maybe, for something that is really far away from you. Spend the tris on something that is right in your face, like the stock.

The barrel should have a cone, which with good texture will make it appear "endless". Although not really important for a 1p model, it really is important for a 3p model.

Detailed look on area wih loads of unneeded verts.
For the UVs, best bet would be to take a look at how recently made weapons with RIS rails have their UVs set up.
Re: [WEAPON] IMBEL IA-2 [WIP]
Posted: 2014-02-20 23:06
by SShadowFox
UPDATE:
p3d.in - ia2completo
UV:
Normals:
Bayonet UV:

Re: [WEAPON] IMBEL IA-2 [WIP]
Posted: 2014-02-21 13:07
by lucky.BOY
Half of the useless verticles i showed above are still present.
Dont worry yourself with UVs for now, first get the model done.
Re: [WEAPON] IMBEL IA-2 [WIP]
Posted: 2014-02-22 15:26
by SShadowFox
The modeler told me that for some reason p3d seem to be generating random verts:
p3d.in - ia2edited2
But there are indeed some over there that still haven't be removed, only saw this now...
Re: [WEAPON] IMBEL IA-2 [WIP]
Posted: 2014-02-22 16:48
by Rhino
Those aren't "random verts", in fact those are edges. Add a "Turn to Poly" modifier and change limit polygon size to 3 and you will see how the model will be ingame:
Like lucky I also see a hell of a lot of wasted verts/tris, even in your max screenshots.
Re: [WEAPON] IMBEL IA-2 [WIP]
Posted: 2014-02-23 14:30
by lucky.BOY
Vertex vs edge:
Vertices, Edges and Faces
I researched some pictures for this rifle and your front post of iron sights seems a bit off:
http://www.thefirearmblog.com/blog/wp-c ... 62-tfb.jpg
Also your piccatiny rail is off, these things are standardized, you can even find the exact dimensions on wikipedia:
Picatinny rail - Wikipedia, the free encyclopedia
Re: [WEAPON] IMBEL IA-2 [WIP]
Posted: 2014-02-23 14:43
by SShadowFox
That is the 7.62mm version, the model being done is this one:
http://www.tecnodefesa.com.br/admin/pub ... el_IA2.jpg
I'll get the feedback to the modeler so he can fix everything you guys pointed.

Re: [WEAPON] IMBEL IA-2 [WIP]
Posted: 2014-03-05 12:17
by SShadowFox
Re: [WEAPON] IMBEL IA-2 [WIP]
Posted: 2014-03-05 12:35
by Tim270
Still huge amounts of un-needed triangles...
Re: [WEAPON] IMBEL IA-2 [WIP]
Posted: 2014-03-07 00:55
by SShadowFox
UPDATE:
p3d.in - ia2edited6
If anyone find anything wrong, please point it out, the modeler told he couldn't find anything else to be removed, the model is with around 8900 tris.
Re: [WEAPON] IMBEL IA-2 [WIP]
Posted: 2014-03-24 00:54
by SShadowFox
So... Anything?
Re: [WEAPON] IMBEL IA-2 [WIP]
Posted: 2014-03-24 01:05
by Rhino
There are still loads of unnecessary veracities all over this model. Worst bunch are on the side rails...
Tell your modeller to go over all of your model looking at every bit in edged frame mode and tell him to ask himself, is that vert doing anything there? If yes, leave it, if no, remove it.
EDIT: I'm debating telling you about this but its a useful tool if used with care so I will. There is also the optimize modifier you can apply to your object, which dose what it says on the tin it optimizes you model, removing useless verts etc. The problem with it however is not only dose it miss a lot of things it can optimize, it can also screw up your model and if your model has any UVs, it will also screw them up big time too. As such its best use is to actually just look and see what it dose, and by switching it on and off while looking at different parts of your model in edged frame mode, will show you some areas you can then optimize by hand afterwards. But like I said I would advise only using it to preview optimizations, then removing it to do them by hand, rather than using it to optimize the model unless you know excatly what your doing with it and then only in a few select cases.
Re: [WEAPON] IMBEL IA-2 [WIP]
Posted: 2014-03-29 17:33
by SShadowFox
Thanks for the feedback Rhino, here's the updated model:
p3d.in - ia2edited2
It have around 7000 tris with the bayonet and 6500 without the bayonet.
Re: [WEAPON] IMBEL IA-2 [WIP]
Posted: 2014-04-04 14:46
by [CBPR] WoODoO
SShadowFox wrote:Thanks for the feedback Rhino, here's the updated model:
http://p3d.in/g26ut/wireonsmooth
It have around 7000 tris with the bayonet and 6500 without the bayonet.
Hey guys, let's take a look at this topic?
We are trying to do something for the community, trying to create a faction
Do not know if it's of great interest to the entire community of PR but it is the interest of the large Brazilian community mod
Just ask for help to try to do something good for everyone to enjoy...
Please, if you can not or do not want to help just post here that we will paralyze with our attempt that until now were having good results.
We know it is difficult to find time for this and that no one is obliged to do any of that.
I apologize for my words and also for my terrible english.
Thank you!
Re: [WEAPON] IMBEL IA-2 [WIP]
Posted: 2014-04-04 17:29
by rafaelmoes
Hello guys, we need a little help to create this faction, The Brazilian Community of Project Reality will be happy with this...
So, if any Dev can help us....
we will be very happy with the help of all who may have a little time to help us ....