[Weapon] RK 62 - 7.62mm Assault Rifle [WIP](FDF)

Everything but Static Objects
Staker
Posts: 160
Joined: 2009-01-02 21:14

[Weapon] RK 62 - 7.62mm Assault Rifle [WIP](FDF)

Post by Staker »

I've been working on this model for few months now, more or less actively, depending on stuff going on in RL. It's clearly still WIP, but I think I've passed the 80% mark, and thus it could be shown in the super epic highlight. Since it's my second actual modelling project, first being the H&K69A1 GL, and my modelling experience doesn't go further than the summer of 2010, any kind of feedback, critique, hints or tips are needed and even more appreciated.


So this is the RL counterpart of the weapon:
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And this is what I've been pooping for the past several months:
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Wireframes:

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I will most likely post better shots soon, but this is all for now.
Last edited by Staker on 2011-01-02 03:20, edited 1 time in total.
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dtacs
Posts: 5512
Joined: 2008-12-07 23:30

re: [Weapon] RK 62 - 7.62mm Assault Rifle [WIP] [FDF]

Post by dtacs »

Looking good, the Rk62 and Rk95 both use the 7.62x39mm round right?

And for that matter will all kits have the same rifle like the US Army or will there be some variation like the Germans?
Hulabi
Posts: 2277
Joined: 2009-08-08 22:15

re: [Weapon] RK 62 - 7.62mm Assault Rifle [WIP] [FDF]

Post by Hulabi »

dtacs wrote:Looking good, the Rk62 and Rk95 both use the 7.62x39mm round right?

And for that matter will all kits have the same rifle like the US Army or will there be some variation like the Germans?
Yes, both the 62 and 95 are chambered for 7.62x39mm. About the kits, you can see the initial kit layout here: Design Plan
dtacs
Posts: 5512
Joined: 2008-12-07 23:30

re: [Weapon] RK 62 - 7.62mm Assault Rifle [WIP] [FDF]

Post by dtacs »

Is there any functional difference (that will be represented in game) between the Rk95TP and the Rk62?
Bellator
Posts: 511
Joined: 2009-07-13 13:52

re: [Weapon] RK 62 - 7.62mm Assault Rifle [WIP] [FDF]

Post by Bellator »

Served with RK 95 :) . Its has much better looking furniture and stock imo. Also, with the RK 95, you can flip that rear sight ring down, which is critical for gameplay because the ring simply obscures the target too much. I can't imagine RK 62 being very effective in game because of the bad ironsights.
Last edited by Bellator on 2011-01-02 01:57, edited 1 time in total.
Staker
Posts: 160
Joined: 2009-01-02 21:14

re: [Weapon] RK 62 - 7.62mm Assault Rifle [WIP] [FDF]

Post by Staker »

dtacs wrote:Is there any functional difference (that will be represented in game) between the Rk95TP and the Rk62?
Not too much, in terms of deviation and accuracy. However, unlike RK 62, optics can be attached to RK 95 (in this case an Aimpoint or ACOG). So basically iron sight versions will be "functionally identical", but the optics give RK 95 an edge.

Bellator wrote:I've heard that Rk 95 has a better muzzle compensator, which diminishes felt recoil.
Ah, didn't really think of recoil. You're right.
Bellator wrote:I can't imagine RK 62 being very effective in game because of the bad ironsights.
The rear sight's hole will most likely be larger than it really is, so it's not completely impossible use.
Last edited by Staker on 2011-01-02 02:25, edited 3 times in total.
Reason: time travel ninja quote fail
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Bellator
Posts: 511
Joined: 2009-07-13 13:52

re: [Weapon] RK 62 - 7.62mm Assault Rifle [WIP] [FDF]

Post by Bellator »

Not too much, in terms of deviation and accuracy
I've heard that Rk 95 has a better muzzle compensator, which diminishes felt recoil.
Asystole
Posts: 158
Joined: 2009-06-27 09:51

re: [Weapon] RK 62 - 7.62mm Assault Rifle [WIP] [FDF]

Post by Asystole »

RK-95 also fires rifle grenades. Would be cool for the Grenadier kit if ever implemented.
Hulabi
Posts: 2277
Joined: 2009-08-08 22:15

re: [Weapon] RK 62 - 7.62mm Assault Rifle [WIP] [FDF]

Post by Hulabi »

The grenadier kit will have aH&K 69 40mm GL.
Last edited by Hulabi on 2011-01-03 17:16, edited 1 time in total.
BloodBane611
Posts: 6576
Joined: 2007-11-14 23:31

re: [Weapon] RK 62 - 7.62mm Assault Rifle [WIP] [FDF]

Post by BloodBane611 »

That looks like great work, keep it up!
[R-CON]creepin - "because on the internet 0=1"
Scot
Posts: 9270
Joined: 2008-01-20 19:45

re: [Weapon] RK 62 - 7.62mm Assault Rifle [WIP] [FDF]

Post by Scot »

Good work guys, keep going even if you don't have a forum, you guys are looking really good, and offer something different from just AR-15 style BLUFOR factions!
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BroCop
Posts: 4155
Joined: 2008-03-08 12:28

re: [Weapon] RK 62 - 7.62mm Assault Rifle [WIP] [FDF]

Post by BroCop »

Scot wrote:Good work guys, keep going even if you don't have a forum, you guys are looking really good, and offer something different from just AR-15 style BLUFOR factions!
Pssst...dont let the French hear you :p
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Sgt_Doctor
Posts: 739
Joined: 2008-04-01 17:44

re: [Weapon] RK 62 - 7.62mm Assault Rifle [WIP] [FDF]

Post by Sgt_Doctor »

Don't be worry. We aren't jealous of an AK-47 like. ;)

Anyway, good luck with your comfac.
Staker
Posts: 160
Joined: 2009-01-02 21:14

re: [Weapon] RK 62 - 7.62mm Assault Rifle [WIP] [FDF]

Post by Staker »

I'm finally able to post an update, as the basic model is almost done. I'd be glad to take any harsh critism about any flaws visible, so that I could ship it over to the guy who will UV and texture it (splatters quite possibly, everything is still open though.) There are few questions that have been boggling my mind, but I'll ask them along with pictures of the parts.

There are about 6200 tris at the moment, and the waffle pattern takes up 700 of them.

Anyway:


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Could this part cause any problems, or should I weld the barrel and the gas tube to the handguard?

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And should the gas tube be welded to the front sight?

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The hole of the rear sight is very small (at least IRL) and the plate is blocky, which makes shooting at moving targets quite hard. In real life there's sort of a night sight on some versions, but implementing it to the game properly would require some Mosquill magic. I modeled it since I thought it might be useful eventually.

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I decided to model some sort of simple "interior" to avoid problems when the switch is rotated downwards. I'm not completely sure if it's the best option.

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The stock is currently welded to the main body. Should I keep it that way?

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The handle is hollow and open from the bottom. It won't be seen too often, but I thought it'd be nice to have modeled anyway.

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The waffle pattern of the magazine was in fact made by splatters, and is rather tri heavy, but it does look quite good. I'm sure they could be made via bump maps if needed, though.

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I think that would be it.
Last edited by Staker on 2011-02-03 18:00, edited 3 times in total.
Reason: fail
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Hulabi
Posts: 2277
Joined: 2009-08-08 22:15

re: [Weapon] RK 62 - 7.62mm Assault Rifle [WIP] [FDF]

Post by Hulabi »

Should the waffle pattern on the mag be welded? That would raise the tricount rather heavily, but is it necessary, it the pattern is on 1p lod 0 only, on other lods it would be baked?
Tim270
PR:BF2 Developer
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re: [Weapon] RK 62 - 7.62mm Assault Rifle [WIP] [FDF]

Post by Tim270 »

You mares well close up the handle as well as you are never going to see it.

Although I dont know about the waffle actually, if its only on the 1p and when you only really see it when you reload you might be able to get away with it, as long as its not on the 3p....

You could save a few tris on the barrels also, Although again that may cuase z-fighting at long range, wait for Rhino to post :p
http://i.imgur.com/zEsHb.jpg

Nice model though! good attention to detail around the players vision.
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ShockUnitBlack
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re: [Weapon] RK 62 - 7.62mm Assault Rifle [WIP] [FDF]

Post by ShockUnitBlack »

The detail! The detail! It's fantastic!
"I Want To Spend The Rest Of My Life With You Tonight."
Saarna
Posts: 68
Joined: 2008-10-29 20:10

re: [Weapon] RK 62 - 7.62mm Assault Rifle [WIP] [FDF]

Post by Saarna »

While I realize it's not exactly the most realistic option, I'd personally go for the open night sights as default irons, unless said Mosquill magic has been fully implemented by the time FDF is out. The Galil seems to be one of the most hated weapons in the game precisely for it's very similar, very small diopter sight that in-game offers none of it's real life benefits but all the cons. Likewise the G3's rear sight was turned around to it's current open state and the AR-15 series modeled with the larger, more inaccurate aperture.
Staker
Posts: 160
Joined: 2009-01-02 21:14

re: [Weapon] RK 62 - 7.62mm Assault Rifle [WIP] [FDF]

Post by Staker »

Tim270 wrote:You mares well close up the handle as well as you are never going to see it.
True, I closed it.

Although I dont know about the waffle actually, if its only on the 1p and when you only really see it when you reload you might be able to get away with it, as long as its not on the 3p....


You could save a few tris on the barrels also, Although again that may cuase z-fighting at long range, wait for Rhino to post
http://i.imgur.com/zEsHb.jpg
Ah, I guess I'll have to wait for Rhino's comment, then :D . The front sight area of the barrel has been done like in the picture, though.

Nice model though! good attention to detail around the players vision.
Cheers
Saarna wrote:While I realize it's not exactly the most realistic option, I'd personally go for the open night sights as default irons
We've been discussing about that within our team. Another option would be having left and right click options for each sights, but it doesn't sound too good either. I suppose it's more or less likely, that the Mosquill's back-up sights will be ready soon enough, though.
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Indiegirl
Posts: 11
Joined: 2009-11-19 21:32

re: [Weapon] RK 62 - 7.62mm Assault Rifle [WIP] [FDF]

Post by Indiegirl »

RK 62 76 should be the name... OR RK 76

RK 62 is this baby:
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Basically same thing, 76 is just modernized version, much like AKM was for AK47.
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