|
PR Time:
|
||||||
| Register | Forum Rules | Developer Blogs | Project Reality | Members List | Search | Today's Posts | Mark Forums Read |
| PR:BF2 Community Modding Making or wanting help making your own asset? Check in here |
![]() |
|
|
LinkBack | Thread Tools | Display Modes |
|
|
#211 |
|
PR Mapper Team
![]() |
I swear I've already linked you to this tut but here it is again: Creating a Weapon For Source download - Mod DB
You really shouldn't be using the automatically "Flatten Mapping" at least until you know excatly what your doing and know where it can and can't be used... I would recommend starting over from scratch, after watching that video above (if it means watching it again as well) and in future you should save backups as you go. When ever I come to a major part in my modelling, I always go "File>Save Copy As..." as a backup, making it very easy to go back to something or even to get something from a old version which you can merge into your newest version. Currently my main project I've been working on for some time now has 724 backups saved for it though all its stages of its development. |
|
To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. |
|
|
|
|
|
#212 | |
![]() |
Quote:
I used to do this method. This was the first video that I ever downloaded to learn how to texture or the basics. I also have seen retardedmonkeys version of his AK-74 Then Some DEVs said use the flatten Method. Then some others, like yourself, do it manually. So Confusing Time for Take 3 then.. Edit: With Version 1 and 2 Together, I have 87 versions for backups. I learned to do that the hard way. | |
|
To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. |
||
|
|
|
|
#213 |
|
PR:BF2 Beta Test Team
![]() Join Date: Feb 2007
Posts: 1,176
|
With this much fail, you'll be a master in no time
Kidding, but also serious, this all seems like a sound and healthy learning process given you have the patience. Really looking forward to having this properly imported into PR. Keep up.. |
|
|
|
|
#214 |
|
Retired PR Developer
![]() |
The way one learns stuff is by how much one fails. The most skilled people are probably the ones that have failed the most.
Maybe you should have tried to tackle other and more simple objects and get those to PR standards instead of trying to get a model of medium complexity up to standards for one of your first UVs. You have made a lot of progress though and it is nearing something usable. Just saying that this probably wasn't the best learning project, hehe. |
|
"Without geometry, life is pointless"
|
|
|
|
|
|
#215 |
|
PR:BF2 Developer
![]() |
lol you are encouraging me doing the C-160
|
|
To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. |
|
|
|
|
|
|
|
|
|
|
|
#216 |
![]() |
Haha thanks guys.
These days are starting to remind me of the times when I first tried learning mapping. Still not giving up. thanks for the encouragement. Amo, If you dont finish the C-160 I might Cry lol |
|
To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. |
|
|
|
|
|
#217 |
![]() Join Date: Jan 2008
Location: Boston/NJ
Posts: 1,587
|
This is probably the most helpful thread on UV mapping I've found on the forums so far.
Remember, if you have a question, you should always ask, because most of the time there are other people in the class with the same one (like me!). So, thanks for showing off your stuff so the rest of us can learn. |
|
|
|
|
#218 |
![]() |
This is kind of a noobish question, but what exactly is UV mapping? like what does it translate to in game, i thought you only see the model and textures in game from what i can tell
|
|
"It's not the size of the dog in the fight, it's the size of the fight in the dog."
-Mark Twain |
|
|
|
|
|
#219 |
|
PR:BF2 Developer
![]() |
You need to do the UVmaps if you want to put the textures on your model, it's like unfolding a cube.
|
|
To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. |
|
|
|
|
|
#220 |
|
PR Mapper Team
![]() |
Basically a UV map tells the model what part of the texture sheet (2D image) goes on what part of the model. Without it, a model can't be textured.
|
|
To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. |
|
|
|
|
|
|
|
|
|
![]() |
| Tags |
| mk19, weapon, wip |
| Thread Tools | |
| Display Modes | |
|
|