Rocks with proper UV's

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printerkop

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Was getting pretty annoyed by stumbling into seams on all the rocks and texture stretching and repetative textures.
So i re-UV'd them (still need to do like 12 but it's not so much work) so they have no seams in the rocksurfaces itself, only where the pebbles become rock there are some seams left, but i tried to cover them up as good as i could with the trim texture, and made a 8192px rockcanyoncluster texture (texture that is used on all rocks that has no repetativeness in it, and scaled the uv's up, because the texture is huge it's only repeated 2 times on the biggest rockmesh, so all rocks should pretty much have a more or less untiled look to them, and it looks pretty detailed too.
Ofcourse when done i have to check it in game to see if Bethesda's goons didn't scale the rockmeshes to big, otherwise i might have to blow up the uv's some more, but i suspect it will be pretty neat.
Ofcourse i need to bash Bethesda again for their sloppy work, uv's were broken up and like a big jigsaw puzzle and all the pieces where scattered everywhere, i really don't get those guys, it's so easy to make proper UV islands, and they have to make a freaking scattered jigsaw puzzle of it, they probably wanted to make it look less tiled with a small texture, but then you get sharp and straight seams, and it looks like dung, since all the rocks use the 1 texture, you can easily get away with 1 8192x8192px tecture, it's only 42 mb and you have sweet untiled high res rocks, And since it's used pretty much all the time around you in the wasteland, it will happily stay in memory once it's loaded, so it won't produce any stuttering from loading, cause it hangs in memory all the time, and since dds textured don't need to be unpacked (DX textures can be read without uncompressing by our vidcards), it's only 42 mb of VRAM usage, no biggie.

Oh, and the vertex count is down 1/3, cause modelers from Bethesda don't understand that you can have al vertices merged and still have multiple UV islands...sigh..so the files are a lot smaller, should pump up performance, and look 100x better.

11 comments

  1. pixelhate
    pixelhate
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    Fabulous! First your updated trees and now this!
    I've tries several time to re-UV the rocks and cliffs but never manage to have something decent.
    If this will be available as resource it would be a dream come true for my project.
    .
    1. printerkop
      printerkop
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      Yeah they are messy but it's actually pretty easy, i merge all verts first from each separate object, then i select each object in uv editor and weld all uv's several times in a row, then unfold and optimize, and it's ready, not really difficult.

      But i'll probably have them done in a few days, will send them to you when done, then you can have fun with them.
    2. pixelhate
      pixelhate
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      You are working with Maya, aren't you? Must find the way to do what you described in Blender, for the custom cliffs object I've made.

      That would be the coolest things you can do for me! Thank you.
    3. printerkop
      printerkop
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      don't you have a sew&stitch uv's and unfold 3d uv equivalent in Blender ?
      Anyways, i don't know Blender, but if you like i can fix them up for you, if you send them to me i'll fix'm up and send them back.

      by the way, i was wondering, are Fallout 3 and FNV meshes fully supported in the Newest Blender ?
      cause i couldn't get the hang of the old 2.49b, but i installed the latest version a little while back, and that seemed reasonably user friendly to me. But i only played with it for a bit.

      Right now i do all my modleing in Maya, and then export to fbx and finish them up in 3dSMax, the nif plugin for max is pretty good.
    4. pixelhate
      pixelhate
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      I'm pretty new to modeling and I try to teach myself how to correctly unwrap models.
      I'm using Blender 2.49 since it's the most adapted to mod FO3 and I don't plan to mod other games.
      The Unwrap methods in Blender 2.49 aren't very advanced but there's certainly something similar to sew & stitch, I just have to find it! Unfold3D seems a very good tool (there's even a Blender bridge) but unfordable for me.

      I'm not up to date with newer Blender version, but I keep reading people having problem with exporting to nif (although it seems more the case for newer games- Skyrim - FO4).
      B 2.49 nif plugin is working like a charm for me, that's why I'll stick to it. (also I'm a slow learner and I don't feel like learning again the small bits I already get in a new version).

      I thank you very much for your proposal. What I would like to do is: see the results you have and with that and the explanations you've given, trying to UV the 3 custom meshes myself the same way.
      If I fail, I'll come back to you to see if your proposal is still up.
      Is that OK with you?
    5. printerkop
      printerkop
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      i can make a vid tut for you from 1 mesh, then you can see what i'm doing, i won't narrate though, just visual, should tell you all you need to know.

      And you don't actually have to be a student at a college to get the student versions from Autodesk, just register and choose some school nearby your location and you will be allowed to use every single piece of software Autodesk has to offer, i'll assure you that modeling with Maya and 3DSMax is much easier to learn and understand then Blender, and since you're only modding and not using the software commercially, you will never get problems with Autodesk.

      And ofcourse if you have questions, i could always help you out with Maya an Max, i know pretty much all quirks and nasty stuff too that can arise with the software.
    6. pixelhate
      pixelhate
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      it would be foolish to refuse such an offer and an opportunity for me to learn, I know that you're one of the bests when it comes to serious work, Thank you very much!
      I'll look for the student version of Autodesk.
  2. id2301
    id2301
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    about B-artists..I still think, all that s*** is exactly what they wanted to get in result. I mean all that broken verts, soapy textures, tons of unused tris...

    yo do a good job
    1. printerkop
      printerkop
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      Haha, well they probably just did a rushjob, but there is som much bad stuff going in the game that i now understand why it always crashed on me when they first released it, just about every model is made of floating geometry, thus double vert count, bad normals, broken scripts, and broken hardcoded routines.
      So the modelers, and scripters did a very poor job, still in FO4 and Skyrim SE it isn't much better, just slightly improved.
    2. id2301
      id2301
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      well) I just can't figure why some studios should produce that sort of a**hole job))

      but lets try to imagine it could be done other way, better or even AAA-way... isn't it means fallout-community would not receive a dozen of a good modders? isn't it means that studios would not receive a hundreds of a good and community-approved ideas, that have been realised in future games?

      B-da has its own way, I think. Can't realy say it's wrong.
    3. printerkop
      printerkop
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      you're right, Beth is not wrong, just annoying..

      But, all the ranting aside, They do make superb games, just not technically, but the game itself is a jewel.
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