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Old 03-01-2010, 01:37 PM   #31
[R-CON]Sgt_Doctor
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Default Re: [Weapon] FA-MAS F1 [WIP]

Or not.


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Old 03-01-2010, 02:32 PM   #32
[R-DEV]motherdear
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Default Re: [Weapon] FA-MAS F1 [WIP]

can we see the texture sheet and the resolution number ?. also a bare uvw map would be good.


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Quoting [R-DEV]OkitaMakoto "Talking squad level tactics in bed is actually a little known aphrodisiac"
[R-CON]Pantera : maybe you might learn that we are not super intelligent beings chained in UKF's basement being forced to work on this.
[R-DEV]Gaz : How did Pantera get out? /reassesses security plans...
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Old 03-01-2010, 04:41 PM   #33
[R-CON]Sgt_Doctor
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Default Re: [Weapon] FA-MAS F1 [WIP]

Pm sent.


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Old 03-01-2010, 06:50 PM   #34
Wilkinson
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Default Re: [Weapon] FA-MAS F1 [WIP]

Oh dear no D:. Please tell me someone re-did these.


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Old 03-01-2010, 07:24 PM   #35
[R-DEV]motherdear
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Default Re: [Weapon] FA-MAS F1 [WIP]

i assume that the uvw is redone since it is pretty well packed.


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Quoting [R-DEV]OkitaMakoto "Talking squad level tactics in bed is actually a little known aphrodisiac"
[R-CON]Pantera : maybe you might learn that we are not super intelligent beings chained in UKF's basement being forced to work on this.
[R-DEV]Gaz : How did Pantera get out? /reassesses security plans...
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Old 03-01-2010, 07:32 PM   #36
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Default Re: [Weapon] FA-MAS F1 [WIP]

YES! someone did it alot better than me.


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Old 03-01-2010, 08:48 PM   #37
[R-CON]Salmonella
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Default Re: [Weapon] FA-MAS F1 [WIP]

Nice weapon, UV very tight, but isn't the textures file a way too big? 2048x2048 for a rifle is too much! and since most of the things there are easily mirrored, you can have the same overall quality using half of this texture.

Other easy thing to do is add a nice ambient occlusion to bring it to life, the render show us an irreal light/shadows that definitely isn't shown into the game. You can fake it without any performance hit using AO.

One last thing, why is this bigger bump on the grip? I don't see it in any photo.
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Old 03-02-2010, 02:44 AM   #38
[R-CON]Sgt_Doctor
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Default Re: [Weapon] FA-MAS F1 [WIP]







Bao has fixed the wilki's UV.

I have forget to say : W.I.P.


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Old 03-02-2010, 04:28 AM   #39
[R-DEV]motherdear
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Default Re: [Weapon] FA-MAS F1 [WIP]

if this is still wip i would add a bit of roundnes to those bumps on the grip at the moment they are a bit low poly and should be able to be tweaked relatively easy without messing up any uvw very much or the texture luckily.
everything else is smooth except that part


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Quoting [R-DEV]OkitaMakoto "Talking squad level tactics in bed is actually a little known aphrodisiac"
[R-CON]Pantera : maybe you might learn that we are not super intelligent beings chained in UKF's basement being forced to work on this.
[R-DEV]Gaz : How did Pantera get out? /reassesses security plans...
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Old 03-02-2010, 03:04 PM   #40
[R-CON]Salmonella
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Default Re: [Weapon] FA-MAS F1 [WIP]

Quote:
Originally Posted by Sgt_Doctor View Post
...
Bao has fixed the wilki's UV.
I have forget to say : W.I.P.
Maybe the "non-roundness" of the mesh make it too visible, don't know...
But I'm still concerned about the texture size, I only see laaargeee VEHICLES using that size, and the scopes isn't even included, which means, 7mb of textures for a single weapon!!!

Lately I was astonished by the enormous polycount and textures of the Tavor21, 10k tris and 7mb of textures for a handled weapon. These and others wasted resources only contribute to the bad performance found on last version.

I'm not saying to nerf the visual quality, just to optimize it.

In a quick look see what you can mirror
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Last edited by [R-CON]Salmonella; 03-02-2010 at 03:32 PM..
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