[WEAPON]PPZR GROM[PL]
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[WEAPON]PPZR GROM[PL]
Hi everybody. We are looking for 2d artist who could make texture for our Grom AA weapon. Model can be viewed here: p3d.in - grom
If someone is willing to help, send me pm. Thanks!
edit. forgot to mention, uv unwrap is ready and can be viewed here: https://www.dropbox.com/s/mn7vk51o9gxl6vy/uv.png
If someone is willing to help, send me pm. Thanks!
edit. forgot to mention, uv unwrap is ready and can be viewed here: https://www.dropbox.com/s/mn7vk51o9gxl6vy/uv.png
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Re: [WEAPON]PPZR GROM[PL]
I's be able to help with that so long as you don't mind me posting on the forums if I run into problems/want critique.
I also prefer to work in bfmeshview so hopefully it's already converted.
Otherwise the UV looks fairly simple and it won't be too much on top of my current workload.
I also prefer to work in bfmeshview so hopefully it's already converted.
Otherwise the UV looks fairly simple and it won't be too much on top of my current workload.
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Re: [WEAPON]PPZR GROM[PL]
are you guys updating the design plan?
Last edited by Brooklyn-Tech on 2014-04-13 20:56, edited 1 time in total.
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Re: [WEAPON]PPZR GROM[PL]
This is correct.CTRifle wrote:Im assuming they havent exported it, so itll have to be 3dsmax
This is correct as well, DP is up to date.Brooklyn-Tech wrote:are you guys updating the design plan?
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Re: [WEAPON]PPZR GROM[PL]
Here's a little teaser of the diffuse. I've been told I work fast...
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Re: [WEAPON]PPZR GROM[PL]
Cool, but you guys should really add more sides to this weapon for the 1p model, quite blocky right now.
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Re: [WEAPON]PPZR GROM[PL]
Yeah Rhino, that's what I've noticed after looking at it today too. Thanks for responding![R-DEV]Rhino wrote:Cool, but you guys should really add more sides to this weapon for the 1p model, quite blocky right now.
edit: updated model (UV are the same): http://p3d.in/u3Tnn (some faces might look without proper smooth groups, it's because p3d doesn't read flat edges).
Last edited by ddeo on 2014-04-15 06:39, edited 1 time in total.
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Re: [WEAPON]PPZR GROM[PL]
n1, but think that very front lip bit could still use a few more faces since that's the largest round object and is going to silhouette the most in the players 1p view.
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Re: [WEAPON]PPZR GROM[PL]
Thanks Rhino once again. Hope it's all fine now (UV is still the same, around 5400 tris): p3d.in - grom[R-DEV]Rhino wrote:n1, but think that very front lip bit could still use a few more faces since that's the largest round object and is going to silhouette the most in the players 1p view.
edit: i see model has still few errors, but it can be polished after texturing.
Last edited by ddeo on 2014-04-15 13:25, edited 1 time in total.
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Re: [WEAPON]PPZR GROM[PL]
Looks fantastic!
But will aiming finally look like this? (Be aware right bottom corner stuff disappeared when zooming in too far!)
http://s8.postimg.org/nqk3a7ilf/grom.png
But will aiming finally look like this? (Be aware right bottom corner stuff disappeared when zooming in too far!)
http://s8.postimg.org/nqk3a7ilf/grom.png
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Re: [WEAPON]PPZR GROM[PL]
Yes, aiming will look like this, I think it's obvious.
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Re: [WEAPON]PPZR GROM[PL]
Hi. Echo331 has been working on texture for Grom, we ask for your suggestions. So far Grom looks like this: p3d.in - PPZR Grom
I'm posting also images, because p3d doesn't allow higher resolution texture:
UV from first post: https://www.dropbox.com/s/mn7vk51o9gxl6vy/uv.png
Feedback is welcome
edit: worth mentioning is that Echo331 prepared also normal texture, but I'm showing right now only diffuse.
I'm posting also images, because p3d doesn't allow higher resolution texture:
UV from first post: https://www.dropbox.com/s/mn7vk51o9gxl6vy/uv.png
Feedback is welcome
edit: worth mentioning is that Echo331 prepared also normal texture, but I'm showing right now only diffuse.
Last edited by ddeo on 2014-04-20 09:34, edited 1 time in total.
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Re: [WEAPON]PPZR GROM[PL]
The painted hightlights dont quite match up on the main tube, you can see they are a bit dis-joined - worth looking at as the lighting is no where near as strong when ingame. Also I would paint in some subtle light too on the rest of the mesh, while its not going ot been seen that much, it breaks the look a bit by having light on one part and none of the other.
I would also watch the scratching and wear on the sights. While yes, we do try and beat up a lot of the weapons in PR, you can see here it loses its look because there are not enough pixels on that part of the uvw map to carry that detail and you end up with sorta fuzzy noise rather than a defined wear and tear detail, this is usually why a LOAD of uv space is given to ironsights and what is right infront of the players face. Its not a huge deal, but I would strongly consider toning the wear on the sights down quite a bit and just define the materials rather than worrying about doing a whole bunnch of scratches or anything. Subtle details are always the best.
Keep it up.
I would also watch the scratching and wear on the sights. While yes, we do try and beat up a lot of the weapons in PR, you can see here it loses its look because there are not enough pixels on that part of the uvw map to carry that detail and you end up with sorta fuzzy noise rather than a defined wear and tear detail, this is usually why a LOAD of uv space is given to ironsights and what is right infront of the players face. Its not a huge deal, but I would strongly consider toning the wear on the sights down quite a bit and just define the materials rather than worrying about doing a whole bunnch of scratches or anything. Subtle details are always the best.
Keep it up.
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Re: [WEAPON]PPZR GROM[PL]
I see what you mean. I could probably just stretch out my lighting layer a bit.Tim270 wrote:The painted hightlights dont quite match up on the main tube, you can see they are a bit dis-joined
Do you mean adding additional "light sources" for certain areas? I was thinking the player would cover most of that up. I'll try that out and post my resultsTim270 wrote: Also I would paint in some subtle light too on the rest of the mesh, while its not going to be seen that much, it breaks the look a bit by having light on one part and none of the other.
I'll fix that. It looked a lot better in 4k...Tim270 wrote: I would also watch the scratching and wear on the sights.
Thanks for the feedback ^^
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Re: [WEAPON]PPZR GROM[PL]
I believe it's done, Echo331 has fixed the issues and additionally added AO bake to texture, take a look:
https://dl.dropboxusercontent.com/u/88194181/grom11.png
https://dl.dropboxusercontent.com/u/88194181/grom12.png
(No lighting. specular and normal map on the images, just texture and AO bake)
https://dl.dropboxusercontent.com/u/88194181/grom11.png
https://dl.dropboxusercontent.com/u/88194181/grom12.png
(No lighting. specular and normal map on the images, just texture and AO bake)
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Re: [WEAPON]PPZR GROM[PL]
the letters look somehow streched, maybe its just the angle of the render though
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Re: [WEAPON]PPZR GROM[PL]
Correct Andy, letter are slightly stretched in real life too: http://upload.wikimedia.org/wikipedia/c ... rom-02.jpg Orrr, maybe it still could be tweaked slightly. Thanks for noticing.
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