Improve UVs. Improve texture. Restore glow to texture.

master
poikilos 2020-02-12 14:07:13 -05:00
parent eb98605845
commit 8f12d03154
7 changed files with 61 additions and 0 deletions

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@ -4,6 +4,15 @@ All notable changes to this project will be documented in this file.
The format is based on [Keep a
Changelog](https://keepachangelog.com/en/1.0.0/).
## [git] - 2020-02-12
### Changed
- The UVs for the entire fabric part and inside are now, where
applicable, square and aligned with pixels (as if the bag is made of a
single piece of fabric).
- The left side is aligned with the right side so that making or using
an existing rectangular seamless texture is now possible (see
"Re-texturing" in README.md)
## [git] - 2020-02-10
### Added
- Low-poly version: "prestibags_bag.blend"

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@ -11,6 +11,58 @@ interfere with any mods that do.
- The model is much lighter, without sacrificing significant details.
- The license is viable (see "License" below).
### Re-texturing
The following assume a 256x256 texture resolution (the locations under
"UV Map details" do not). Also, to avoid texture edge artifacts, the UV
map is actually 2px shy of the outline of the texture (4px total on each
dimension), so expect up to 2px of the textures below to be cropped if
they touch the edge. There will also be warping due to the bag shape,
but due to the improved UV map, large text or decals will still be
legible.
- To add a decal, the following location will place it on the "front"
(The side seen upon placing the bag; The height can be anything, but y
may have to be adjusted for different heights):
- `[combine:112x112:40,112=texture.png]`
- To replace the entire "fabric" of the bag (including visible inner
part of top):
- `[combine:224x224:0,32=texture.png]`
- To replace the entire "outside" of the bag (not visible inner part of
top) like in a "full-bleed" wrap-around print on an IRL bag:
- `[combine:224x192:0,64=texture.png]`
- None of the above replace the "contents" of the bag. To replace that
part:
- `[combine:248x64:0,0=texture.png]`
- To replace the entire rectangle that makes up the texture, including
the contents and only excluding the rope, you can use
any 224x256 image and place it at 0,0.
- `[combine:224x256:0,0=texture.png]`
#### UV Map details
- If you want a decal on the same side of the bag as the rope's ends,
place it on the first 7/16ths of the image. However, since the rope
is on the left when placed, a decal should probably be about 1/2 of
the image width and centered at 7/16ths.
- The left 7/8ths of the image is the bag.
- The top 1/8th of the image is the contents of the bag.
- The next 1/8th is the inside of the top part of the bag.
- The other 6/8ths are the outside of the bag.
- Including a bottom margin of 1/64.
- The left edge of the region and right edge (at 7/8ths of width) are
"sewn" together to make the "seam" of the bag.
- Halfway between 0 and 7/8ths (which is 7/16ths) is the "fold"
of the bag (At this division, the left part of the bottom is "sewn"
to the right part of the bottom).
- Rope:
- The right 1/8th of the image is the rope, including a margin of 1/64.
However, since the rope is a separate manifold object in the mesh
file, the rope can be anywhere on the 3D model and be posed without
negative effects.
- The rope is currently over the left part of the bag relative to
the halves described above, but this can be changed in future
revisions.
- The specifications above should remain the same for any future
revisions of the UV map in the 3d model files.
## Main Features
- Retain their inventory when picked up or unloaded/reloaded by the
server.

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