Improve UVs. Improve texture. Restore glow to texture.
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@ -4,6 +4,15 @@ All notable changes to this project will be documented in this file.
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The format is based on [Keep a
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Changelog](https://keepachangelog.com/en/1.0.0/).
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## [git] - 2020-02-12
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### Changed
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- The UVs for the entire fabric part and inside are now, where
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applicable, square and aligned with pixels (as if the bag is made of a
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single piece of fabric).
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- The left side is aligned with the right side so that making or using
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an existing rectangular seamless texture is now possible (see
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"Re-texturing" in README.md)
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## [git] - 2020-02-10
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### Added
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- Low-poly version: "prestibags_bag.blend"
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52
README.md
52
README.md
@ -11,6 +11,58 @@ interfere with any mods that do.
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- The model is much lighter, without sacrificing significant details.
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- The license is viable (see "License" below).
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### Re-texturing
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The following assume a 256x256 texture resolution (the locations under
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"UV Map details" do not). Also, to avoid texture edge artifacts, the UV
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map is actually 2px shy of the outline of the texture (4px total on each
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dimension), so expect up to 2px of the textures below to be cropped if
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they touch the edge. There will also be warping due to the bag shape,
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but due to the improved UV map, large text or decals will still be
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legible.
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- To add a decal, the following location will place it on the "front"
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(The side seen upon placing the bag; The height can be anything, but y
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may have to be adjusted for different heights):
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- `[combine:112x112:40,112=texture.png]`
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- To replace the entire "fabric" of the bag (including visible inner
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part of top):
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- `[combine:224x224:0,32=texture.png]`
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- To replace the entire "outside" of the bag (not visible inner part of
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top) like in a "full-bleed" wrap-around print on an IRL bag:
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- `[combine:224x192:0,64=texture.png]`
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- None of the above replace the "contents" of the bag. To replace that
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part:
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- `[combine:248x64:0,0=texture.png]`
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- To replace the entire rectangle that makes up the texture, including
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the contents and only excluding the rope, you can use
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any 224x256 image and place it at 0,0.
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- `[combine:224x256:0,0=texture.png]`
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#### UV Map details
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- If you want a decal on the same side of the bag as the rope's ends,
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place it on the first 7/16ths of the image. However, since the rope
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is on the left when placed, a decal should probably be about 1/2 of
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the image width and centered at 7/16ths.
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- The left 7/8ths of the image is the bag.
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- The top 1/8th of the image is the contents of the bag.
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- The next 1/8th is the inside of the top part of the bag.
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- The other 6/8ths are the outside of the bag.
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- Including a bottom margin of 1/64.
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- The left edge of the region and right edge (at 7/8ths of width) are
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"sewn" together to make the "seam" of the bag.
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- Halfway between 0 and 7/8ths (which is 7/16ths) is the "fold"
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of the bag (At this division, the left part of the bottom is "sewn"
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to the right part of the bottom).
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- Rope:
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- The right 1/8th of the image is the rope, including a margin of 1/64.
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However, since the rope is a separate manifold object in the mesh
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file, the rope can be anywhere on the 3D model and be posed without
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negative effects.
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- The rope is currently over the left part of the bag relative to
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the halves described above, but this can be changed in future
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revisions.
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- The specifications above should remain the same for any future
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revisions of the UV map in the 3d model files.
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## Main Features
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- Retain their inventory when picked up or unloaded/reloaded by the
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server.
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