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Old 02-27-2010, 07:29 PM   #231
Wilkinson
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Default Re: [Weapon] mk19 [WIP]

Quote:
Originally Posted by [R-DEV]Rhino View Post
Far too much wasted space etc and the MAG has it tiled way too less in some areas and way too much in others etc... Also if your going to have a 2:1 texture, edit your grid texture to be a 2:1 also.
Quote:
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Also if it is all still WIP I would recommend not packing everything together until everything is UVed and UVed in its non-"normalized" state. Then once everything is UVed, you then scale it all down together and then pack it up.

This will not only ensure everything is at the same scale (at least for the first stages where you want it, can change the scale on stuff later if needed) but will also give you a much better idea of what you have to work with etc.
Can you elaborate on your 2:1 rule. How do I do this? If you could jus type it out Id always appericiate.

Everything is uved. Just only put the 1p areas on it. Everything is non normalized as well. I can also start over . I finished test 1 of packing the UVs. I can post later. And wha do you mean mag is tilted? The model?


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Old 02-27-2010, 07:32 PM   #232
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Default Re: [Weapon] mk19 [WIP]

Its non-normalized yet it all fits into the space of a single UV sheet and is all packed up already? I do mean you do not scale it after you have UVed it in a non-normalized form so that it's all the exact same pixels etc.

As for the 2:1, I mean your sheet your UVing to has a 2:1 ratio. Ie, its 1024 x 512 pixels, meaning its width is twice its height but your using a "checker box texture" that is 1:1.


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Old 02-27-2010, 07:42 PM   #233
[R-CON]Salmonella
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Default Re: [Weapon] mk19 [WIP]

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Back again with another update

Everything has been unwraped and is being placed on the sheet at this time.
So far before I continue, I decided to map the 1P Areas viewed while on the gun first, As many devs have stated before.
Could I ask for some feedback on how the 1P areas are mapped and if they are done so correctly

I know there is a lot of black But i have plenty to put on. Keep in mind its WIP and ONLY Has the 1P Areas Mapped on the Sheet.
Hey Wilkinson, you don't need to place everything into the box from the begining.
At first don't care about scaling, just make everything square, once you have it, start scaling to fit the wanted resolution based on the players view, once you have it place every thing ouside the [0-1] area, and start the puzzle

start by the bigger pieces and check for similarity of shapes
put the bigger and regular things on the borders, puts the medium and irregular in the middle and let the smaller things like buttons and etc to fil the gaps.
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Old 02-27-2010, 08:55 PM   #234
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Default Re: [Weapon] mk19 [WIP]

Thanks both of you guys. Really helpin me speed up the learning process I want to get to texturing already

I will redo
notes: keep everything on a 1:1 scale and verify everything is square

everything is square so we are good.
I just have to redo putting it in the box making my puzzle

big parts outside.
Little inside the middle area.
Buttons fill gaps


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Old 02-27-2010, 11:05 PM   #235
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Default Re: [Weapon] mk19 [WIP]

Here is a good example of efficient spacing.



Works best with circles for obvious reasons.

Try to put things inside of other things whenever you can to use up space, and save space for larger more important parts.


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Old 02-27-2010, 11:13 PM   #236
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Default Re: [Weapon] mk19 [WIP]

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Here is a good example of efficient spacing.



Works best with circles for obvious reasons.

Try to put things inside of other things whenever you can to use up space, and save space for larger more important parts.
uhm From what I've been reading..No it isnt??

You could have put the 2nd row of circles in one big circle with minimal spacing to reduce wasted Pixels. Just have scaled it so that instead of 2 circles youd have one...

Didnt Drav state that in your claymore thread?


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Old 02-27-2010, 11:26 PM   #237
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Default Re: [Weapon] mk19 [WIP]

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Originally Posted by boilerrat View Post
Here is a good example of efficient spacing.

http://i300.photobucket.com/albums/n...landmineuv.jpg

Works best with circles for obvious reasons.

Try to put things inside of other things whenever you can to use up space, and save space for larger more important parts.
Nope that's pretty bad. You would get overlapping textures epically in the mipmaps.


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Old 02-27-2010, 11:33 PM   #238
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Default Re: [Weapon] mk19 [WIP]

Quote:
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Nope that's pretty bad. You would get overlapping textures epically in the mipmaps.
What he said, that isnt' the best I've ever seen....


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Biggest time killer :P

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Old 02-28-2010, 12:30 AM   #239
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Default Re: [Weapon] mk19 [WIP]

Tried Re-Doing my Sheet.
So far we are sitting at about 3% Pixel loss on a 1024x 512 sheet. Which Will be used for this weapon I think. Good point at where we are.
Still fixing as we go. But here we are so far



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Old 02-28-2010, 12:34 AM   #240
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Default Re: [Weapon] mk19 [WIP]

your UVs are far too close...


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