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Old 2017-08-10, 12:32   #91
[R-DEV]​Rhino
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Default Re: [WIP] [Weapon] M2 Carl Gustaf

Ye was worried you might get them. The best way to solve this is to simply break up your UVs a tiny bit between these areas of different lighting.

But first, since your UV is now pretty much final you should really make the UV cover the whole UV area.

To do this, first turn on % snapping and set it to 100% snap increments:


Then select all your UVs just drag them up vertically while holding shift so they become 2x their height:



Next download this texture (right click, save as):


Then go pick bitmap & browse to that texture:




And then your UVs will be properly 2:1:


Although you will want to slightly tweak them by dragging the corners of all your UVs to be 2px from the edges:





Now to fix the shadowing issues, you want to break up the UV a bit from all the hard edges like so, note the first edge I haven't broken off since it isn't a sudden 90deg change, only around 45degs and as such, isn't a problem:



And then I'm just going to separate them by 1px:



And ye, just do that for all the major problems and your AO/textures will be much better.


Also as for these issues:
You just need to add padding to your AO to solve that. I recommend doing it in PS myself with the blur tool, blurring underneath the AO layers but compensating for all visible layers while also having no background, so the blur becomes the BG and that does a good job of padding

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Old 2017-08-10, 13:57   #92
[R-DEV]​w0lf3k
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Default Re: [WIP] [Weapon] M2 Carl Gustaf

Quote:
Originally Posted by [R-DEV]Rhino View Post
Ye was worried you might get them. The best way to solve this is to simply break up your UVs a tiny bit between these areas of different lighting.
In last post i thought its fixed.

Or its bad AO and it shouldn't look like that?

Quote:
Originally Posted by [R-DEV]Rhino View Post
You just need to add padding to your AO to solve that. I recommend doing it in PS myself with the blur tool, blurring underneath the AO layers but compensating for all visible layers while also having no background, so the blur becomes the BG and that does a good job of padding
Ok, i'll try that, but not quite understand how
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Last edited by [R-DEV]w0lf3k; 2017-08-10 at 14:14..
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Old 2017-08-10, 14:29   #93
[R-DEV]​Rhino
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Default Re: [WIP] [Weapon] M2 Carl Gustaf

Quote:
Originally Posted by w0lf3k View Post
In last post i thought its fixed.
http://i.imgur.com/bsvqDwW.png
Or its bad AO and it shouldn't look like that?
Na you've still got areas where the shadow from the sides is bleeding over onto parts that shouldn't have any shadow:



Quote:
Originally Posted by w0lf3k View Post
Ok, i'll try that, but not quite understand how
My tut from 1hr 2mins goes into this, although better to watch more than that tbh since has other info in it you will find useful: https://youtu.be/DUtwUGL7V6g?t=3720

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Old 2017-08-10, 19:02   #94
[R-DEV]​w0lf3k
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Default Re: [WIP] [Weapon] M2 Carl Gustaf

Quote:
Originally Posted by [R-DEV]Rhino View Post
My image folder is empty
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Old 2017-08-10, 19:05   #95
[R-DEV]​Rhino
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Default Re: [WIP] [Weapon] M2 Carl Gustaf

Ye you need to download this checker texture I posted above (right click, save as)

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Old 2017-08-10, 19:13   #96
[R-DEV]​w0lf3k
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Default Re: [WIP] [Weapon] M2 Carl Gustaf

i miss that this not just gray texture


*also snap tool not working for me i'm holding shift, but it keep scaling w/o snap.


+ my pixs looks blured
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Last edited by [R-DEV]w0lf3k; 2017-08-10 at 20:21..
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Old 2017-08-10, 20:39   #97
[R-DEV]​Rhino
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Default Re: [WIP] [Weapon] M2 Carl Gustaf

Gotta turn on % snapping here:


I'm not familiar with Max2017 but it could be either one of two things. Firstly it might be your UV image display settings are fixed at a "custom size", if the texture is still square after applying it then this might be the case, and in Max9 you would go into the UV window's extended options and then turn that off.
The other possibility is your Display settings are limited, in that case, you need to go into your preferences and tweak your display settings to allow for high rez textures etc.

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Old 2017-08-11, 17:51   #98
[R-DEV]​w0lf3k
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Default Re: [WIP] [Weapon] M2 Carl Gustaf








Blur

No Blur


This AO is baked in max, but looks i missed some option
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Last edited by [R-DEV]w0lf3k; 2017-08-11 at 18:37..
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Old 2017-08-11, 19:27   #99
Mj Pain
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Default Re: [WIP] [Weapon] M2 Carl Gustaf



Still missing the sidepins on frontsight and protective ring on the rear sight.
(see page35. https://hemvarnet.se/UserFiles/Utbil.../Soldr_Grg.pdf)



Also tube with firemechanism is actually a tube


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Old 2017-08-11, 19:46   #100
[R-DEV]​w0lf3k
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Default Re: [WIP] [Weapon] M2 Carl Gustaf

Quote:
Originally Posted by Mj Pain View Post
Still missing the sidepins on frontsight and protective ring on the rear sight.
I'm explained why they missed. sidepins will be in final, but ring is absent on my ref. Some have it, some not.

Quote:
Originally Posted by Mj Pain View Post
Also tube with firemechanism is actually a tube
On my refs it not a tube.
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carl, gustaf, m2 carl gustaf, m2 cg, weapon, wip
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