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#191 |
![]() Join Date: Jun 2009
Posts: 17
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The red portions on you UV template are just areas of overlapping UV's. Nothing to worry about as long as you've intentionally overlapped UV's, such as the faces of road-wheels for vehicles. You can disable it by making sure the "Mark Overlaps" radio button is unchecked. I'd also suggest unchecking the "Backface Cull" selection. As far as color, you can change it from face normals (as you have it) to "Constant color" to get a more even template. Just make sure the "Edges-Edges Only" box is checked so that you get all the mesh lines.
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#192 |
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Started working on some re-mapping of alot of parts. What I have come up with so far.
Please tell me if I'm making progress Hope it's good. ![]()
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To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. VAF Leader - BattleDay Admin "Because girls like men that have correct addons." Modding has been limited to weekend and possible Weekdays. Progress on projects may be slow |
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#193 | |
![]() Join Date: Aug 2008
Location: Cambridge
Posts: 343
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Very good progress, I always found UV mapping very tedious myself | |
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#194 |
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PR:BF2 Developer
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![]() blue parts need to be redone. small faces like these could be attaches to various model parts most likely, when they are free floating like in the picture adding any detail is almost impossible and you will get all kinds of weird texture flaws ingame etc red parts need to be moved or looked over. WHAT is going on in the bottom right corner last but not least, very good progress but it can still be optimized a lot more. things can be packed more close and rotated to fit better. takes a while when not used to it but keep things relatively together and pack closer. first real uvw is always the worst |
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#195 |
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PR Artwork Team
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Wilkinson, put the checker material on the model and take a screenshot, Ideally all the checkers should be nice and square and all the same size (ish)
The checker material can be assigned from the top right corner of the UV window. |
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#196 |
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PR:BF2 Contributor
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red- isnt it a big overlap?
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#197 | ||
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Thanks guys. Really do appericiate all the help. After talking with some people and discussing some reviews of the model itself and checking the UVs, it was recommended by some people I should start over from the beginning as fixing it would be just more of a problem then to redo. What happened was when I did the Flatten UVs, I had the Angle threshold at 45.0 when it should be at .01. So that was my fault. I will post up the newer product in a week or two. It's already started | ||
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To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. VAF Leader - BattleDay Admin "Because girls like men that have correct addons." Modding has been limited to weekend and possible Weekdays. Progress on projects may be slow |
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#199 |
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![]() Your viewing pleasure. As you can see there are some blemishes here and there. Nothing the world can't be fixed. UV Maps posted are most recent of v1.0 the new One is still in progress |
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To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. VAF Leader - BattleDay Admin "Because girls like men that have correct addons." Modding has been limited to weekend and possible Weekdays. Progress on projects may be slow |
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#200 |
![]() Join Date: Feb 2009
Posts: 831
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Awesome! Going to be deadly as hell! ^^
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| mk19, weapon, wip |
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LinkBacks (?)
LinkBack to this Thread: http://www.realitymod.com/forum/f388-pr-bf2-community-modding/43124-weapon-mk19-wip.html
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| Posted By | For | Type | Date | |
| The [DEV] Dump - Page 6 - Tactical Gamer | This thread | Refback | 11-10-2009 04:35 PM | |