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Old 09-23-2008, 01:54 AM   #1 (permalink)
Game Art Student
Destinatus's User Activity: 0/10
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Concept to 3D - Rifle

For which Engine - NA
Current Polycount - 2110
Max Polycount - NA
Texture Size - 1024
Description of background information on piece - creating a 3d model from an original concept of mine
Where are you looking to receive criticism - I'm having some trouble with my UV map. I did automap with 6 planes in maya but that created way too many little bits, so I decided to do planar mapping and unfold the edges. I've been fiddling with it for several hours but my uvs still look terrible. I'm still a huge 3D noob, so if you guys can help me out I'd appreciate it, thanks
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Concept


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Wireframe


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Old 09-23-2008, 02:54 PM   #2 (permalink)
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Thats a really nice concept for a gun. Its not too far fetched to see in the real world. I like very much.
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Old 09-23-2008, 04:43 PM   #3 (permalink)
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Physically seperate parts => model them physically seperate. The clip for example doesn't need to be attached to the body. Makes things easier and more logical to unwrap.
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Old 09-23-2008, 04:50 PM   #4 (permalink)
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Quote:
Originally Posted by Xoliul View Post
Physically seperate parts => model them physically seperate. The clip for example doesn't need to be attached to the body. Makes things easier and more logical to unwrap.
I feel dumb, yeah thats a good idea.

I had a question. Since this will be almost completely symmetrical is it possible to just map out one side?
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Old 09-24-2008, 06:50 AM   #5 (permalink)
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looks good so far, i like the way you've put the scope. Although I think you should model the cable that's attached to the scope and the little monitor (i think that's what is).. and have attached along the side of the gun. Also you have an edge running down the middle of the gun, which you don't need.
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Old 09-25-2008, 04:47 PM   #6 (permalink)
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nice one, when your going to be skinning metals its a good idea to keep the UVs like... straight and aligned to vertical or horizontal planes so that you can paint it easier. EG when making scratches or those sharp edges with the dodge tool its important to be able to use the fall off of the brush, thats harder to do if the UV is on an angle.
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Old 09-26-2008, 11:54 AM   #7 (permalink)
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Quote:
Originally Posted by snah View Post
nice one, when your going to be skinning metals its a good idea to keep the UVs like... straight and aligned to vertical or horizontal planes so that you can paint it easier. EG when making scratches or those sharp edges with the dodge tool its important to be able to use the fall off of the brush, thats harder to do if the UV is on an angle.
Yeah I was watching Ben Mathis' skinning video and he was saying how the nature of the pixels are square so you will have crisper edges and such with using straight lines. I imagine that this would not work for everything though, as it could possible cause a lot of distortion in objects that have a curve or bend to them, right?

Thanks for the feedback guys it really helps when trying to learn this stuff on my own
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Old 10-04-2008, 06:17 PM   #8 (permalink)
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I'm getting some weird errors with my texture

(NOTE: blue lines on map are just for reference and uvs are shared)

Render:


screen of Maya:


texture map:
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Old 10-06-2008, 08:05 AM   #9 (permalink)
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looks like you got some z-buffer/ z-fighting issues. You probably copied the model. and left it in place.

see wikipedia for more info.

It could be something else though. But I place my bets on the z-fighting.
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