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Old 2018-11-27, 15:58   #21
anantdeathhawk
Default Re: [WIP] [weapon] Type 89

Try this.
http://waylon-art.com/uvw_tutorial/uvwtut_01.html

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Old 2018-11-27, 21:54   #22
Hans_Rudel

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Default Re: [WIP] [weapon] Type 89

Quote:
Originally Posted by anantdeathhawk View Post
You are my savior! Thank you a lot! Maybe this tutorial is quite old, but methods are still useful, and now i have an idea how to finish UV without starting over again (anything but 58th try ).
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Old 2018-11-28, 04:37   #23
anantdeathhawk
Default Re: [WIP] [weapon] Type 89

Keep trying my friend, i also struggle with UVW mapping.

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Old 2018-11-30, 01:30   #24
Spush
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Default Re: [WIP] [weapon] Type 89

For UV mapping, I'd suggest to do your smoothing groups first, create your smoothing groups where there is a hard edge, and you can unwrap based on smoothing groups. It helps speed things up, also make sure your uv islands are as straight as possible. Although not as important as you're not baking this from a high res mesh, but it will make texturing it easier when trying to do some scratches, etc.

Take a gander at this tutorial.


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Old 2018-12-03, 11:55   #25
Hans_Rudel

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Default Re: [WIP] [weapon] Type 89

I finnaly start making some progress with UV map.
This is what i have at that moment:


This is how it looks on model:










Stock's bottom side looks weird but i am not sure should i fix it or not:
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Last edited by Hans_Rudel; 2018-12-03 at 12:11..
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Old 2018-12-03, 14:39   #26
[R-DEV]​Mr.VdHeide
PR:BF2 Developer

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Default Re: [WIP] [weapon] Type 89

That is a pretty good unwrap. Now you just need to optimize the layout of the individual UV Chunks so that you will get the best possible texture quality. Right now your UV map has a lot of unused space. Scale all the chunks up a bit and start rearranging them so you will use the available space better. It is an annoying job now, but it will make your model look much better later on.

Other then that you should consider giving the aperture sight more space on the UV map. Since you will be looking at that thing a lot and it is right in a players face. Similarly consider giving less vissible parts of your rifle less space.



D.J.

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Old 2018-12-03, 15:21   #27
[R-DEV]Mineral
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Default Re: [WIP] [weapon] Type 89

Yeah also don't forget symmetric parts can be overlayed . Saves you a lot of space.

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Old 2018-12-04, 00:27   #28
Hans_Rudel

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Default Re: [WIP] [weapon] Type 89

So i tried to rescale and optimize UV map:



And i still have no idea how it will look in future.

@Mineral, thank you for your advice about overlaying the symmetrical parts. I combined parts that will have the same texture (stock and lower reciever halfs have difference, so i kept them separated).
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Old 2018-12-05, 10:50   #29
[R-DEV]​Mr.VdHeide
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Default Re: [WIP] [weapon] Type 89

Much better!

Could you maybe use a custom uv checker texture. Right now the tiles are pretty big making it harder to find texture stretching. Smaller checker tiles will show texture stretching better. Just download one. (You can also scale all the uv chunks up temporally)

You could start texturing the rifle at this point, but it would be better to check for issues before putting a lot of effort into a texture. Because even though you could always fix your uv map later when you run into trouble while texturing it is much better to do it now.




D.J.

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