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WiP Info
Name: Kukri Survival Machete
Submitter: Loyen_
Project: Models/Uvs/animations
Progress: 35% Complete
WiP Notes:

Meh, me and tWo started talking about working together again so we started on a little project.

Reference

I need a uv mapping plugin as the grip is a fucking hell making every vertices vertical aligned manually, so I need a plugin that I believe I've seen B0T use to click a button to align everything vertical (everything selected). Anyone link me to it?

*update
Fixed model
finished uv map (quite)

*update
optimising model, rounded down polys down to 576 (was over 1500)

*update
made a compile for v_model, and no BHS, there's no textures on it so don't say it needs a fix as it's not there.
Added 5 months ago - last modified 5 months ago
Access: Public
343 views, 18 comments
Project Summary
Project Name: Models/Uvs/animations
Dev State: In Development
Progress: 0% Complete
Deadline: Not set
Project Notes:

here is where all of our models, UV maps and animations will be posted.
Game: Standalone
Finished Work: n/a
Added 2 years ago - last modified 3 months ago
2,598 views, 1 comment, 51 WiPs, 1 DevFile
Project Participants
AvatarMemberProject Role
3dstartmodeling
Bossomodeling
Loyen_modeling
modeling
Unkn0wnmodeling
modeling
Perplexmodeling
BlindShootermodeling
modeling
modeling, Uvs
10 records
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5 months ago
Loyen_



Posted by erikvduyn

Posted by Loyen_

Does someone know why the left glove gets fucked up in the end (where the arm starts)? it's annoying. :/

My bet is a model issue.

Either it's the exporter fucking it, or (I'll check it now) if the bones fucks the model up.

*update

it's an animation issue.


Meh!
5 months ago



Posted by Loyen_

Does someone know why the left glove gets fucked up in the end (where the arm starts)? it's annoying. :/

My bet is a model issue.


OB GLOB DE GOB DE GORRRR!
5 months ago



Posted by Loyen_

Posted by Teh Inspector

You definetly need to make custom anims instead of default

yeah the default really sucks, his arms is at both side corners! That is like.. omfg.. But I'm not that good at animations.

This studio is full of professionals, you will found someone


Buy me L4D2 for COD4, F.E.A.R. CD keys!
5 months ago
Loyen_



Does someone know why the left glove gets fucked up in the end (where the arm starts)? it's annoying. :/

Posted by Teh Snake

Great work man!

Thank you. :)


Meh!
5 months ago



Great work man!

Old skinners never die
5 months ago



Posted by Loyen_

Posted by -WildBill-

well i mean like it aint a question of stretching, its a matter of efficiently using the space in the map. atm most of the space on the uv map is empty, and i think you might be able to get a better use of the space if the image's dimensions weren't square lol. or maybe i dont know wtf i'm talking about (dammit bill. stick with animating you fucktard)

Yeah you got a point, but meh. What you gotta do? ^^

Just a random idea, buy maybe some blood/ carvings?


OB GLOB DE GOB DE GORRRR!
5 months ago
Loyen_



Posted by Teh Inspector

You definetly need to make custom anims instead of default

yeah the default really sucks, his arms is at both side corners! That is like.. omfg.. But I'm not that good at animations.


Meh!
5 months ago



You definetly need to make custom anims instead of default


Buy me L4D2 for COD4, F.E.A.R. CD keys!
5 months ago
Loyen_



Posted by -WildBill-

well i mean like it aint a question of stretching, its a matter of efficiently using the space in the map. atm most of the space on the uv map is empty, and i think you might be able to get a better use of the space if the image's dimensions weren't square lol. or maybe i dont know wtf i'm talking about (dammit bill. stick with animating you fucktard)

Yeah you got a point, but meh. What you gotta do? ^^


Meh!
5 months ago



Posted by Loyen_

Posted by -WildBill-

I'm no UV mapping expert or anything, but it seems to me like with so many long pieces in this UV, you might make better use of space if you used like a 512 x 1024 size image or something longer than a square. just a thought :\

And as I know how to check for stretching, I've used a checker pattern to check for stretching and it doesn't stretch so. :)

Currently working on a highpoly version which tWo asked me to do.

well i mean like it aint a question of stretching, its a matter of efficiently using the space in the map. atm most of the space on the uv map is empty, and i think you might be able to get a better use of the space if the image's dimensions weren't square lol. or maybe i dont know wtf i'm talking about (dammit bill. stick with animating you fucktard)

want realism? then dont play videogames
17 records
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