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PR:BF2 Community Modding Making or wanting help making your own asset? Check in here |
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2010-02-14, 09:45 | #11 |
Retired PR Developer
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Re: Modeling, UVing and Texturing Guidelines for Community made Assets
Of course stuff can be ported back down from later versions of max, but the point is that we have enough stuff to spend our time on than to re smooth a whole model, attach it up both geometry and texture coordinates (yes the seams on the UVs are gooooone). Time we could have been spending on making more of our own models or getting stuff in game that is easier for us to get in game.
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2010-02-14, 09:50 | #12 |
Join Date: Dec 2008
Posts: 69
United States of America
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Re: Modeling, UVing and Texturing Guidelines for Community made Assets
I was not saying I knew all the smoothing groups were fixed, I was saying I know messed up smoothing groups is a problem of transferring between versions. As for getting max 9, I only have max 2010 because I was able to get a student license through my school, as much as I would like to buy 9 I have literally no money with which to do so.\
Edit: I'm not debating that it would be FAR preferable to do the whole process in max 9, but if no one steps up to do a model that is needed for a subfaction to exist, what's the harm in them trying? |
2010-02-14, 09:52 | #13 |
Join Date: Jul 2009
Posts: 339
Brazil
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Re: Modeling, UVing and Texturing Guidelines for Community made Assets
and what about those Ambient Occlusion maps? I mean, it gives so nice shaded aspect, but you must have a 100% non overlapded UV to work, which make you either increase the texture size or decrease quality!
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2010-02-14, 10:01 | #14 |
Retired PR Developer
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Re: Modeling, UVing and Texturing Guidelines for Community made Assets
You can still have overlapping UVs with AO maps. but only where the model is symmetrical of course. You either break and drag overlapping faces outside the (1,1) coordinates when baking or you give them a different W value.
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2010-02-14, 22:13 | #15 | |
Join Date: Jul 2009
Posts: 339
Brazil
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Re: Modeling, UVing and Texturing Guidelines for Community made Assets
Quote:
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2010-02-14, 22:23 | #16 |
Retired PR Developer
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Re: Modeling, UVing and Texturing Guidelines for Community made Assets
Very nice. Good to see people actually making an effort to include AO.
You need to finish your smoothing groups before baking an AO or else you will be stuck with hard looking edges. |
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2010-02-28, 00:31 | #17 |
Join Date: Jul 2009
Posts: 339
Brazil
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Re: Modeling, UVing and Texturing Guidelines for Community made Assets
hey folks, I'm kind of new on this UV and texture world, I was just trying to find a way to evaluate my uvs rather than checking that coloured squares and overlaps. I wanna to check the efficiency of the texture used, since using my "eye-meter" I can only guess.
I was trying some stuff, dunno if there any other way but here it goes. You open your uv template in photoshop open window->"histogram", then into the histogram click in that upper right corner to open the options and select "show stats". select the magic wand tool, set tolerance to 0 and deselect "continuous" click in any black(unused area) and check the number of selected pixel. do a little math, just divide the unused pixel by the total pixels, in this case a 1024*512= 524288 (23125/52428x100 = 4.4% of lost space or a square 152 pixels of textures wasted. the worst Uvd thing I found on PR is this (won't say what weapon it is to not expose the owner) this beast uses a 2048x2048 = 4194304 (2283852/4194304)x100 = 54.4% which means that it with a optimized UV can keep the same quality using HALF of the texture... This "method" don't help you doing a better UV, just tells if you're being efficicent or no, hope it helps... |
2010-02-28, 00:39 | #18 |
Retired PR Developer
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Re: Modeling, UVing and Texturing Guidelines for Community made Assets
Good stuff sal, good method.
Thank you for pointing out that we should quality check our own tagged people more in the future. |
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2010-02-28, 02:39 | #20 |
Join Date: Aug 2008
Posts: 1,894
United States of America
Location: Florida
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Re: Modeling, UVing and Texturing Guidelines for Community made Assets
Couldnt you just fix any AO Map Errors in Photoshop? I saw it in a Texturing Video
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Tags |
assets, community, guidelines, made, modeling, texturing, uving |
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