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02 Dec 2020, 00:00:00 (PRT)
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Old 2020-02-03, 15:03   #31
Hokunin
Retired PR Developer

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Default Re: [WIP] [weapon] Type 89

Just try it and see for yourself in render window. But I think they probably will. Apply proper smoothing groups to surfaces, its easy.

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Last edited by Hokunin; 2020-02-04 at 01:28..
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Old 2020-02-06, 14:10   #32
[R-CON]​Hans_Strudel
PR:BF2 Contributor

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Default Re: [WIP] [weapon] Type 89

UV map for new model:


What is the texture resolution limitations for assault rifles in PR and should i plan the space for rifle attachments like scope?
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Old 2020-02-07, 01:29   #33
Hokunin
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Default Re: [WIP] [weapon] Type 89

Great UVW, you tried to utilize as much space as possible which is good. But some small elements seems to be placed too close to each other? Their textures might start bleeding onto each other.

For references on texture sizes you could look up yourself into the PR game directory. Use bf2meshviewer to view all the weapon models and photoshop to look up the .dds textures looks and sizes(with nvidia tools plugin installed for photoshop in order to view and generate .dds texture file formats).

As an example, AK-74M has 2048x1024 pixels size


Optics have separate texture maps with 1024x1024 for 1p view and 512x512 pixels for 3rd person view.

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Old 2020-02-07, 14:14   #34
Rabbit

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Default Re: [WIP] [weapon] Type 89

Couldnt he go bigger if he went dxt 1 and moved the alpha to the bump maps?



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Old 2020-02-07, 14:18   #35
Hokunin
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Default Re: [WIP] [weapon] Type 89

he could probably, Mineral and Rhino would confirm things for certain.

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Old 2020-02-07, 14:51   #36
[R-DEV]​Outlawz7
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Default Re: [WIP] [weapon] Type 89

Quote:
Originally Posted by Rabbit View Post
Couldnt he go bigger if he went dxt 1 and moved the alpha to the bump maps?
That only 'works' if the bump map+alpha texture is smaller than diffuse, otherwise it's the same memory load.

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Old 2020-02-07, 17:56   #37
[R-DEV]Mineral
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Default Re: [WIP] [weapon] Type 89

Just make 2k/4k Textures and let the dev who puts the weapon ingame worry about final resolution. Your source texture files should be as large as they can be.

Most important is to pick a square or rectangular aspect ratio. This depends on the uv. Lots of rifles go for rectangular due to the length. I'd choose similar here. So go 2x4k or 4x8k or something for your source textures.

We can always scale down. Not up.

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Old 2020-02-11, 01:03   #38
[R-CON]​Hans_Strudel
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Default Re: [WIP] [weapon] Type 89

Thank you all for advices. Here is update:

1) i have updated UV map to fit for rectangular textures:



2) Smoothing groups added (previously it was 1 for whole model and it was a source of some serious distortion);

3) i also did some attempts for baking normal map (resolution 4x2k):









There are some areas i would like to rework, so this is not the final result. And i have a question - should i make an AO map? i was making it for another model for PR but not sure what it does to model.
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Old 2020-02-11, 10:39   #39
Hokunin
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Default Re: [WIP] [weapon] Type 89

Looking great!

"Ambient Occlusion" shading? You could apply those onto diffuse map.

The game needs only 3 maps:
- diffuse
- specular
- normal

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Old 2020-02-12, 23:16   #40
[R-CON]​Hans_Strudel
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Default Re: [WIP] [weapon] Type 89

So i gathered all pieces together, fixed up all things on UV map i didn't like and made 2 version of AO map, but not sure which one is better:
1)


2)


But... after gathering all pieces i have met the problem - from possible player's view i can see inner side of handle:

Should i fix it or this is decent? I was thinking about adding 2 black planes on bottom and forward sides.
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