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Old 2017-08-20, 00:09   #111
[R-DEV]​w0lf3k
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Default Re: [WIP] [Weapon] M2 Carl Gustaf

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

And ye, just generally try where you can to use the space a bit more efficiently
Well. Its already 98%+ tile coverage...2% free space for 2px bleeding and in cause of shape of shells. Anyway i sent mesh with stitched stuff.
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Old 2017-08-20, 18:59   #112
[R-DEV]​Rhino
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Default Re: [WIP] [Weapon] M2 Carl Gustaf

Quote:
Originally Posted by w0lf3k View Post
Well. Its already 98%+ tile coverage...2% free space for 2px bleeding and in cause of shape of shells. Anyway i sent mesh with stitched stuff.
Not so much about overall coverage it is more about not using prime space for tiny bits, where if you open up that space by moving those tiny bits into tiny areas left over, you can then increase then use that freed up prime space for more important things and scale them up too

Also FYI, you have more of a 4px+ spacing between your UVs when its a 2048x1024 texture, which this will most likely be for the 1p model.


Anyways new UVs look good although a few things. Firstly by just rotating this bit you can make it quite a bit bigger and use up more of the area:




TBH the UVing on the edges could be a lot better:


You might as well use the full area here for this, while yes it does mean stretching the UVs a little, its worth it especially for any dashes that might be added to it:




The size of these UVs could be increased and/or possibly found a better home too:




If you just look around you can find lots of little bits of empty space that could be used:





But ye other than those points its looking good!

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Old 2017-08-20, 19:15   #113
[R-DEV]​w0lf3k
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Default Re: [WIP] [Weapon] M2 Carl Gustaf

Done.

But here is not dashes, but diamond pattern.


p.s. Those small bits as i remember 99% unseen.
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Old 2017-08-20, 20:07   #114
[R-DEV]​Rhino
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Default Re: [WIP] [Weapon] M2 Carl Gustaf

Cool ye and while ye, not important but still worth having them as big as you can and allowing other bits to be as big as they can too

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Old 2017-08-20, 20:16   #115
[R-DEV]​w0lf3k
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Default Re: [WIP] [Weapon] M2 Carl Gustaf

Done. So... Texturing?
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Old 2017-08-20, 21:59   #116
FlyingR
Default Re: [WIP] [Weapon] M2 Carl Gustaf

Congrats on your RCON wolf!
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Old 2017-08-21, 01:05   #117
[R-DEV]​Rhino
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Default Re: [WIP] [Weapon] M2 Carl Gustaf

Bake an AO and send it my way just to be sure

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Old 2017-08-21, 11:55   #118
[R-DEV]​w0lf3k
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Default Re: [WIP] [Weapon] M2 Carl Gustaf

Sent mesh with AO.
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Old 2017-08-21, 23:18   #119
[R-DEV]​Rhino
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Default Re: [WIP] [Weapon] M2 Carl Gustaf

Well umm, the UV is back to only using 1/2 the sheet again? Shouldn't do any baking etc without it using the whole area and being properly 2:1 and you shouldn't have even reverted back to this for any reason tbh...


Need to make it use the entire UV area and then re-do your bakes. Do not attempt to make your 1:1 bakes 2:1 as the UVs will probably be slightly off still, without ensuring it isn't.

Other than that, looking really, really good! Loving the HP details too in the AO map and they should be looking even better on the normals!

The AO map is a little on the noisy side thou, would increase its quality if you can or possibly bake it in 4096x2048 (or larger the better) and then downsize to 2048x1024 will help get rid of the noise too and give you a much better end result too!


So ye just make the UV a proper 2:1 UV and then re-bake to that and it should be ready for texturing!

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Old 2017-08-21, 23:53   #120
BubblyNinja

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Default Re: [WIP] [Weapon] M2 Carl Gustaf

Is this just a private little project to showoff or will this weapon be implemented into PR Mod sometime in the future? Would be nice to see it as the US Army/UK Army Alternate HAT kit.
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