project reality header
Go Back   Project Reality Forums > PR:BF2 Mod Forums > PR:BF2 Community Modding
25 Oct 2014, 00:00:00 (PRT)
Register Forum RulesDeveloper 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

Contact Support Team Frequently Asked Questions Register today!

Reply
 
LinkBack Thread Tools Display Modes
Old 02-27-2010, 09:50 PM   #21
Z-trooper
Retired PR Developer

Z-trooper's Avatar
Default Re: Modeling, UVing and Texturing Guidelines for Community made Assets

Quote:
Originally Posted by Wilkinson View Post
Couldnt you just fix any AO Map Errors in Photoshop? I saw it in a Texturing Video
Yes, but this is both easier and gives a much cleaner result.


To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts.

"Without geometry, life is pointless"
Z-trooper is offline Reply With Quote
Old 04-07-2010, 09:50 AM   #22
boilerrat

boilerrat's Avatar
Default Re: Modeling, UVing and Texturing Guidelines for Community made Assets

Quote:
Originally Posted by [R-DEV]Rhino View Post
Very accurate...

For example, here is a quick box I've made in max 2010, which I then messed up by applying some noise to it and then I turbosmoothed it, and applied a smoothing group to the entire box.





What settings did you use? That looks amazing.


To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts.
boilerrat is offline Reply With Quote
Old 04-07-2010, 09:56 AM   #23
[R-DEV]Rhino
PR:BF2 Developer
Supporting Member

[R-DEV]Rhino's Avatar
Default Re: Modeling, UVing and Texturing Guidelines for Community made Assets

I crated a box, added lots of segments to it, converted it to a editable poly, applied the noise modifier onto it, tweaked the settings to get what I wanted then turbo smoothed it.


To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts.
[R-DEV]Rhino is offline Reply With Quote
Old 04-29-2010, 08:28 AM   #24
[R-DEV]Rhino
PR:BF2 Developer
Supporting Member

[R-DEV]Rhino's Avatar
Default Re: Modeling, UVing and Texturing Guidelines for Community made Assets

I've just added this to the 1st post in the topic:

Quote:
UV-mapping/Unwrapping:
  • When UVing an object, use as few texture sheets as possible as the more texture sheets are used, the bigger impact the textures have on performance. For example, 4x 1024x1024 sheets (adding upto 2048x2048 pixels) has a much larger overhead on the engine than one single 2048x2048 texture sheet.
    The only time when you will want to consider using other texture sheets is if its such a large object that you can not fit all of the detail onto a single 2048x2048 sheet without it impacting on the look drastically (such as the Chinook) or when a common object is made for the object like a weapon scope like the ACOG which is used on (and can be used on in the future) many other objects that are not using the main textures of the weapon or w/e your UVing, so having the ACOG on its own texture sheet helps when the ACOG is placed onto anouther rifle other than a M16 or M4 and instead say an L85A2, so that when playing on the British Faction with a L85A2 with an ACOG, the player dose not need to load all the M16 and M4 textures that wouldn't be used anywhere in order to have that ACOG on his rifle. Another example would be the M203 UGL which is also used on many other weapons and as such, is best on its own texture sheet.
    But don't start putting every scope or small object onto its own sheet. For example if its a unique scope only for that Sniper rifle, put the UVs for that scope onto the main sniper rifle texture sheet.
    If you are unsure if your object is a common object that should go onto its own texture sheet or not, ask a developer in the forums or over PM.

Recently I have been seeing loads of new hand-held weapons coming in with everything UVed onto different sheets when it shouldn't be, with the worst offender recently having 28 texture sheets for a single hand weapon....

Please everyone take note of the new guideline above.

Cheers.


To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts.
[R-DEV]Rhino is offline Reply With Quote
Old 08-11-2010, 07:04 AM   #25
PatrickLA_CA

PatrickLA_CA's Avatar
Default Re: Modeling, UVing and Texturing Guidelines for Community made Assets

I have a question:
How big is that 3dsMax9 software and is there any free 3d modeling software whose models can work with bf2

Cobra-PR-

The rotor is just a big fan on top of the helicopter designed to keep the pilot cool.
When it stops, you can actually watch the pilot start sweating.
PatrickLA_CA is offline Reply With Quote
Old 08-11-2010, 07:44 AM   #26
[R-DEV]Amok@ndy
PR:BF2 Comm Faction Lead
PR Server License Moderator

[R-DEV]Amok@ndy's Avatar
Send a message via Skype™ to [R-DEV]Amok@ndy
Default Re: Modeling, UVing and Texturing Guidelines for Community made Assets

gmax and maya


To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts.

[R-DEV]Amok@ndy is offline Reply With Quote
Old 08-11-2010, 08:04 AM   #27
[R-COM]H.sta
Norwegian Faction Lead
Supporting Member

[R-COM]H.sta's Avatar
Default Re: Modeling, UVing and Texturing Guidelines for Community made Assets

Maya isn't free, it is extrememly expensive


To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts.
[R-COM]H.sta is offline Reply With Quote
Old 11-25-2010, 02:29 PM   #28
dogbadger
Default Re: Modeling, UVing and Texturing Guidelines for Community made Assets

I know a point was made not to give tri-limits but i was wondering what the stock tanks in BF used, or if a figure could be given on a tank like PR's chally 2?
obviously these numbers would be a reliable guide to what works fine in game.

If the rough LOD model counts could be suggested too, all the better.
dogbadger is offline Reply With Quote
Old 11-25-2010, 02:33 PM   #29
DankE_SPB
Retired PR Developer

DankE_SPB's Avatar
Send a message via MSN to DankE_SPB Send a message via Skype™ to DankE_SPB
Default Re: Modeling, UVing and Texturing Guidelines for Community made Assets

~10k tris for a tank(.50cal on top not included)


To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts.

[R-DEV]Z-trooper: you damn russian bear spy ;P - WWJND?
DankE_SPB is offline Reply With Quote
Old 11-27-2010, 04:51 PM   #30
dogbadger
Default Re: Modeling, UVing and Texturing Guidelines for Community made Assets

Quote:
Originally Posted by [R-DEV]DankE_SPB View Post
~10k tris for a tank(.50cal on top not included)
excellent- that was the kind of number i've been working towards, so nice.
dogbadger is offline Reply With Quote
Reply


Tags
assets, community, guidelines, made, modeling, texturing, uving
Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Trackbacks are On
Pingbacks are On
Refbacks are On



All times are GMT -4. The time now is 03:40 PM.


Powered by: vBulletin. ©vBulletin Solutions, Inc.
Search Engine Optimization by vBSEO 3.6.1
All Content Copyright ©2004 - 2014, Project Reality.