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Old 2016-07-18, 00:37   #71
CaptMiller
Default Re: [ATGM] 9K111 AT-4 Spigot

Pls help anybody, why modifiers Select Ring and Select Loop don't works when I unwraping ??

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Old 2016-07-18, 01:50   #72
Ratface
Retired PR Developer

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

Have to be in edge select to use ring/loop. In poly mode best you can do is turn off ignore back facing and then select the ones you need using a drag select. Just make sure you don't select anything you don't wanna UV on accident

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Old 2016-07-18, 08:57   #73
CaptMiller
Default Re: [ATGM] 9K111 AT-4 Spigot

ok thanx
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Old 2016-07-18, 11:29   #74
CaptMiller
Default Re: [ATGM] 9K111 AT-4 Spigot

_______________________________deleted____________ ______________________
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Last edited by CaptMiller; 2016-07-18 at 11:47..
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Old 2016-07-24, 16:39   #75
CaptMiller
Default Re: [ATGM] 9K111 AT-4 Spigot

UV map is ready

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Old 2016-07-28, 16:36   #76
CTRifle
Retired PR Developer

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

Theres a few things Id look at changing, but good work so far!

There isnt any padding between the faces, it is packed reeeaaallyy tight and itll make it harder for the texturer and also it can cause pixel bleeding/edge issues with the texture.

Seems to be alot of space taken by box and the main barrel.. so what you could do is overlap some of the faces. Just make sure when doing this you pick some that are either opposite each other so ingame you wont notice the mirroring. This way you can make everythin a bit bigger cause at the moment all the little pieces are a bit small to get any detail into them like the ones in the top right.

Just make sure to not over use the overlaping as it can be a pain to texture and cause issues with the AO. Rhino does have a tut here for overlapping faces and AOs.

Thats all I can think of atm!


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Old 2016-07-28, 18:42   #77
CaptMiller
Default Re: [ATGM] 9K111 AT-4 Spigot

there was no screenshot , which I threw earlier, thanks CTrifle

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Last edited by CaptMiller; 2016-07-28 at 22:11..
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Old 2016-07-28, 19:58   #78
[R-DEV]Mineral
PR:BF2 Lead Designer
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Default Re: [ATGM] 9K111 AT-4 Spigot

yeah too closely together. This will cause issues.

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Old 2016-07-29, 05:25   #79
Rhino
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Default Re: [ATGM] 9K111 AT-4 Spigot

https://www.realitymod.com/forum/f18...ml#post1482663

Your model is also far from being really ready to UV and Texture tbh.

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Old 2016-07-29, 09:36   #80
CaptMiller
Default Re: [ATGM] 9K111 AT-4 Spigot

Quote:
Originally Posted by [R-DEV]Rhino View Post
https://www.realitymod.com/forum/f18...ml#post1482663

Your model is also far from being really ready to UV and Texture tbh.
give details of what changes of model I need to make
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