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Old 2016-06-04, 21:40   #31
anantdeathhawk
Default Re: [ATGM] 9K111 AT-4 Spigot

Change the background to something darker on the site sketchfab to enable better viewing as your model is white in color.Model looks pretty.
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Old 2016-06-04, 23:08   #32
[R-DEV]​Mr.VdHeide
PR:BF2 Developer

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Default Re: [ATGM] 9K111 AT-4 Spigot

Good to see you cut down the poly count, now just keep on doing like you do and you will have a good model to UV map and make LOD's out of.



D.J.

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Old 2016-06-07, 22:12   #33
CaptMiller
Default Re: [ATGM] 9K111 AT-4 Spigot

as seen in the picture is a problem with the top box is still there, I tried to solve it, peremodeliv box, but it did not help, it vykglyadit as if the light with this box falls down and distorts everything that is under the box. Textures on a tripod deteriorated due HC curve and I know how to solve, but on top of the box I do not know. When I downloaded the model on the website 3d models, wrote to me in a warning that there are inverted normal, I tried to find them, but did not find, I just made a new model, but it did not help
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Old 2016-06-08, 21:47   #34
[R-DEV]​Mr.VdHeide
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Default Re: [ATGM] 9K111 AT-4 Spigot

I don't really see the problem here. Your model shows up wrong in p3d, due to the export. Well, that is too bad. What matters is the model as we see it in 3ds Max 9.

Now if I take a look at your model in 3ds max 9 I see a model with a work in progress UVW map and a acceptable tri count for the main LOD. I am sure however you could optimize the model even more so really focus on that.

You are doing a great job on this, keep up the good work!




D.J.

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Old 2016-06-11, 22:00   #35
CaptMiller
Default Re: [ATGM] 9K111 AT-4 Spigot

I hope now it looks better. Is there any problem areas here?



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Old 2016-06-11, 22:12   #36
[R-DEV]Mats391
PR:BF2 Lead Developer
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Default Re: [ATGM] 9K111 AT-4 Spigot

Looks good to me, but i have no clue of UV
Maybe post your UV sheet as well, so we can see how big each part is and maybe what to change?

Mineral: TIL that Wire-guided missiles actually use wire
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Old 2016-06-11, 22:59   #37
CaptMiller
Default Re: [ATGM] 9K111 AT-4 Spigot

a lot of small parts, I scooped up into one big pile, as they will be the same color, so can I do?
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Old 2016-06-12, 08:17   #38
KaB
Retired PR Developer

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Default Re: [ATGM] 9K111 AT-4 Spigot

There's a lot of free space there. Remember you can reduce the size of the faces that wont require a lot of details, like plain color texture, and enlarge the ones which will need more details.

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Old 2016-06-12, 09:23   #39
[R-DEV]Mineral
PR:BF2 Lead Designer
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Default Re: [ATGM] 9K111 AT-4 Spigot

Tbh the model isn't done yet neither. You really need to take more time into lowering details the player won't see. This counts for both your model and your UV map. This is an old game



Small details in PR need to be much more simplistic then you have it. PR doesn't require all cylinder shapes to be that round neither.

As for your UV, only UV when your model is 100% done please, and it isn't.

the UV is not good at all tbh, take some more time watching videos about making good UV layouts. A texture artist is going to have a rough time texturing that. There is need for much more welded faces in the UV. Way too much wasted texture space and as KaB says detail in front of the player should always receive the most UV space.

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Old 2016-06-12, 09:38   #40
CaptMiller
Default Re: [ATGM] 9K111 AT-4 Spigot

this is an old version of the model, I have removed a lot of unnecessary polygons

almost all of the cylinders are no longer the number of sides 8-10, except for the main pipe of the cylinder and the cylinder on the pistol

the difference between the two screenshots 3 thousand polygons


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