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F-1

A 3D Model

defensive hand grenade

Not for commerce. obj+max2010. I'll be glad to see the texture of the.

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  • Rafael De Jongh avatar
    Rafael De Jongh username pic Joined 12y ago
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    > **Posted by SAM61** > Thank you very much so it is understandable that you want to say.Was triangulated automatically in 3d max. The only thing I do not know how to do uv map not square and rectangular. this is not entirely correct, as there are 2 groups of smoothing on some parts are not separated by suture. it is not permissible during baking. Just give the whole model 1 smoothing group the normal would do the rest. But even if you prefer to have two or more smoothing groups it's better to cylindrical project the map then how you've done it.
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    Thank you very much so it is understandable that you want to say.Was triangulated automatically in 3d max. The only thing I do not know how to do uv map not square and rectangular. this is not entirely correct, as there are 2 groups of smoothing on some parts are not separated by suture. it is not permissible during baking.
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    > **Posted by SAM61** > It is very difficult to translate all of what you wrote. the translation is lost almost all meaning. Sorry but I know only Russian and bad Russian. > > In any case, I can provide the high poly and low poly models if someone wants to create one new uv map and bake Ah yes I see, I know how hard it can be as a fellow coder is also russian and after 2 years of working with an English crew he still barely grasps the English Language. But let me give you this, I'll look into the uv map and the model for you and I'll get back to you with something so you can learn out of it as well! Edit: So after a good 45 minutes looking it to it I've discovered the following that could help you improve on your future models/releases: First things first is the uv map, most of your round objects are all pelted or in a way relaxed which is good for non wavy normals but not too good for actual texturing (it's easier to fix the normal map in photoshop then try to hide a seem on a bend uv map) cylinder mapping So try to use cylindrical mapping for this one and well there's no direct need in taking each level separately just group them together and pelt them or use the cylindrical map projection. edges Point2: When you are going to pelt you do need proper edges especially on round flat surfaces, the one I came across here was not one of those and has edges triangulated in a very bad way! So where I added the red dots there should've normally been an edge so I could also take that level into the pelt projecten. hidden poly's Point3: Hidden Poly's. I found these poly's when I was working on the uv-map and noticed they had no purpose at all, as these models are optimized for gaming the inner sides are almost never seen and will mostly be rendered completely black by the AO so pretty much pointless and it took quite a lot of space on the uv-map therefore useless. All by all with some optimizing, re-projecting and tweaking each island I came up with this: uv It might not be 100% Perfect but it's a closer step for a texture artists to work with, a more efficient way of using your UV Canvas and still have all the islands properly scaled compared to the actual model. So yea if you want to give it a look you can download the model files with the edited uv here: http://files.gamebanana.com/bitpit/model_5.rar Enjoy and I hope these quick changed managed to give you some useful ideas/tips for your upcoming releases! Keep up the good work mate!
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    It is very difficult to translate all of what you wrote. the translation is lost almost all meaning. Sorry but I know only Russian and bad Russian. In any case, I can provide the high poly and low poly models if someone wants to create one new uv map and bake
    Cimmerian
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    > **Posted by SAM61** > My young friend, hold the horses, so much drive! I agree that YUVI not very good but you go too far saying that everything is not right. I did not say everything is not correct, I just told you that the uv map is a critical point when it comes the modeling and that it should be taken care of properly and provided you a possible solution for you to make it somewhat more decent for both the actual model/bake and the artist who's going to texture it. I think you misinterpreted me because you're using a translator.
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    My young friend, hold the horses, so much drive! I agree that YUVI not very good but you go too far saying that everything is not right. )))
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    > **Posted by SAM61** > I do not earn money from it is just a hobby. And by the way places not so much, all the details are proportional to each other greatly increase not work because there is a very big part of that with an increase will not fit. In general I think it is not critical. In any case, it does not look bad in my opinion. Most of us don't make money of this stuff, that's why the content on this site is also for free so that's not really an excuse. The uv-map currently lacks proper placement of each object, that all objects have the same size is quite good but still the packing of the whole uv map could be better, you could sort to speak fit the whole grenade in a 2:1 resolution to make use of all the space and still have a proper packed uv map. An uv map is a very critical part of a model and if done wrong or not properly enough the quality of the texture will diminish, same goes with your previous grenade model but a plus with this one is that the actual grenade's body is properly mapped.
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    I do not earn money from it is just a hobby. And by the way places not so much, all the details are proportional to each other greatly increase not work because there is a very big part of that with an increase will not fit. In general I think it is not critical. In any case, it does not look bad in my opinion.
    Cimmerian
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    Could you show the uv-map perhaps? Edit: Yea you'll have to work a bit more on your uv-mapping skills to note waste too much space and to make use of the whole uv canvas!
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Credits

Key Authors
SAM61
High Poly ,Low poly, UV's and bakes
adept1993
Low poly-UZRG

Submitter

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Category

Sub-category
Grenades icon Grenades
Super-category
Explosives icon Explosives

License

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Details

UV Mapped
Yes
Textured
No
Rigged/Animated
No

Attributes

Tricount
3620

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