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Armors and clothing

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jonny rust:
ahhhh ok, I got ya.
Perhaps we should make a sticky out of that explanation, as well as a downloadable color-coded subset UV map so we can make sure that our textures fit the system.

As for the V-neck, it might need to be implemented for males as well since the grey San Fran male clothing also has a V-Neck. 

So, I will probably need to retexture a few models slightly, maybe reshape them a little and then chop them up to fit the subsets. should be no big deal but when I do it I want to make sure I do it right. cookie cutter UV map please! :)   

Luther Blissett:
I'd maybe check with Karpov / Graf / some of the other 3D folks, as they may have found a good alternative or compromise to this. I know the "v neck" thing was mentioned previously (possibly in the back of the female leather armour?). The stuff about the subsets and layers etc should be correct though - just my suggested "solutions" might not be the best ones.

You are right though, writing up a few sticky / tutorial type things would be a very good idea - just need to make sure all the info is correct first - and maybe draw them in a slightly less confusing and messy manner :)

jonny rust:

--- Quote from: Luther Blissett on September 12, 2011, 06:57:04 pm ---I'd maybe check with Karpov / Graf / some of the other 3D folks, as they may have found a good alternative or compromise to this. I know the "v neck" thing was mentioned previously (possibly in the back of the female leather armour?). The stuff about the subsets and layers etc should be correct though - just my suggested "solutions" might not be the best ones.

You are right though, writing up a few sticky / tutorial type things would be a very good idea - just need to make sure all the info is correct first - and maybe draw them in a slightly less confusing and messy manner :)

--- End quote ---

Your diagram makes perfect sense. The only problem is that it's difficult to see exactly where the division is between subsets (and it should be an exact science), thats why I suggest universalizing it with a 'guide' UV map, so we can all see exactly where each subset starts and ends while we are working and all resulting material could be compatible with a universal scheme.

But if this isn't the status quo just yet then we should all agree on something before too much more work is done to save everyone from a collective headache. 

Luther Blissett:
Put these together for you (and everyone else, I guess):

Here's rough outlines on the models :


Subset Texture Map Male :


1024x1024 layered PSD file, with outline, colour markers and base texture (~4.5MB)
http://www.megaupload.com/?d=UNFDE0X5

Subset Texture Map Female :


1024x1024 layered PSD file, with outline, colour markers and base texture (~3.5MB)
http://www.megaupload.com/?d=LE67YPWG

If you've got Photoshop or Gimp, you should be able to take those "outline layers" to turn on or off, which should help with any texturing (though you've done a marvellous job already without).

I believe this stuff will be staying the same for the time being - it's what's been used for everything so far. If we do add another subset / change anything, then obviously people will know about it. Unless we hear otherwise, consider these diagrams to be "almost official" ;)

jonny rust:
Awesome, thanks Luther! I'll reference these against what I have done so far.

So I'm wondering now - I'f I were to reshape the knee so that the original edge that marked the start of subset 3 ends up being lower than it started off (while keeping the UV relatively intact), that would cause problems right?

But if my design encompassed all three leg subsets then perhaps there wouldn't be an issue since they all fit together and don't need to be interchanged with other meshes/textures.

basically i'm wondering if the edges that mark subset boundaries need to be anchored in order for this to work properly

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