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Old 2014-04-15, 09:25   #11
[R-DEV]​ddeo
PR:BF2 Developer
Default Re: [WEAPON]PPZR GROM[PL]

Quote:
Originally Posted by [R-DEV]Rhino View Post
n1, but think that very front lip bit could still use a few more faces since that's the largest round object and is going to silhouette the most in the players 1p view.
Thanks Rhino once again. Hope it's all fine now (UV is still the same, around 5400 tris): p3d.in - grom

edit: i see model has still few errors, but it can be polished after texturing.
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Last edited by [R-DEV]ddeo; 2014-04-15 at 13:25..
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Old 2014-04-15, 13:30   #12
Daniel
Banned
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Default Re: [WEAPON]PPZR GROM[PL]

Looks fantastic!

But will aiming finally look like this? (Be aware right bottom corner stuff disappeared when zooming in too far!)

http://s8.postimg.org/nqk3a7ilf/grom.png
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Old 2014-04-15, 14:14   #13
[R-DEV]​ddeo
PR:BF2 Developer
Default Re: [WEAPON]PPZR GROM[PL]

Yes, aiming will look like this, I think it's obvious.
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Old 2014-04-20, 09:26   #14
[R-DEV]​ddeo
PR:BF2 Developer
Default Re: [WEAPON]PPZR GROM[PL]

Hi. Echo331 has been working on texture for Grom, we ask for your suggestions. So far Grom looks like this: p3d.in - PPZR Grom
I'm posting also images, because p3d doesn't allow higher resolution texture:





UV from first post: https://www.dropbox.com/s/mn7vk51o9gxl6vy/uv.png
Feedback is welcome

edit: worth mentioning is that Echo331 prepared also normal texture, but I'm showing right now only diffuse.
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Last edited by [R-DEV]ddeo; 2014-04-20 at 09:34..
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Old 2014-04-20, 10:16   #15
[R-DEV]Mineral
PR:BF2 Lead Designer
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Default Re: [WEAPON]PPZR GROM[PL]

Echo again pulls of amazing work

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Old 2014-04-20, 12:31   #16
Tim270
Retired PR Developer

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Default Re: [WEAPON]PPZR GROM[PL]

The painted hightlights dont quite match up on the main tube, you can see they are a bit dis-joined - worth looking at as the lighting is no where near as strong when ingame. Also I would paint in some subtle light too on the rest of the mesh, while its not going ot been seen that much, it breaks the look a bit by having light on one part and none of the other.

I would also watch the scratching and wear on the sights. While yes, we do try and beat up a lot of the weapons in PR, you can see here it loses its look because there are not enough pixels on that part of the uvw map to carry that detail and you end up with sorta fuzzy noise rather than a defined wear and tear detail, this is usually why a LOAD of uv space is given to ironsights and what is right infront of the players face. Its not a huge deal, but I would strongly consider toning the wear on the sights down quite a bit and just define the materials rather than worrying about doing a whole bunnch of scratches or anything. Subtle details are always the best.

Keep it up.

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Old 2014-04-21, 21:47   #17
[R-DEV]​Insanitypays
PR:BF2 Developer

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Default Re: [WEAPON]PPZR GROM[PL]

Quote:
Originally Posted by Tim270 View Post
The painted hightlights dont quite match up on the main tube, you can see they are a bit dis-joined
I see what you mean. I could probably just stretch out my lighting layer a bit.

Quote:
Originally Posted by Tim270 View Post
Also I would paint in some subtle light too on the rest of the mesh, while its not going to be seen that much, it breaks the look a bit by having light on one part and none of the other.
Do you mean adding additional "light sources" for certain areas? I was thinking the player would cover most of that up. I'll try that out and post my results

Quote:
Originally Posted by Tim270 View Post
I would also watch the scratching and wear on the sights.
I'll fix that. It looked a lot better in 4k...

Thanks for the feedback ^^


"Go to Heaven for the climate, Hell for the company." -Mark Twain
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Old 2014-05-09, 06:14   #18
[R-DEV]​ddeo
PR:BF2 Developer
Default Re: [WEAPON]PPZR GROM[PL]

I believe it's done, Echo331 has fixed the issues and additionally added AO bake to texture, take a look:
https://dl.dropboxusercontent.com/u/88194181/grom11.png
https://dl.dropboxusercontent.com/u/88194181/grom12.png
(No lighting. specular and normal map on the images, just texture and AO bake)
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Old 2014-05-09, 13:54   #19
Amok@ndy
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Default Re: [WEAPON]PPZR GROM[PL]

the letters look somehow streched, maybe its just the angle of the render though


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Old 2014-05-09, 17:07   #20
[R-DEV]​ddeo
PR:BF2 Developer
Default Re: [WEAPON]PPZR GROM[PL]

Correct Andy, letter are slightly stretched in real life too: http://upload.wikimedia.org/wikipedi...ZR-Grom-02.jpg Orrr, maybe it still could be tweaked slightly. Thanks for noticing.

"WYSTAWOWY" means "for presentation".
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