[Weapon] RK95 - 7.62mm Assault Rifle [WIP](FDF)

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Staker
Posts: 160
Joined: 2009-01-02 21:14

[Weapon] RK95 - 7.62mm Assault Rifle [WIP](FDF)

Post by Staker »

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Some tidbits:
  • Will be the main rifle of the Finnish Defence Forces faction
  • Will be issued (at least as an alternative option) to Officer, Rifleman, Rifleman Specialist, Grenadier, Crewman and Marksman. (There's still some uncertainity about how the marksman rifle will eventually be implemented.)
  • Possible accessories include:
    - ACOG
    - Aimpoint
    - Extra chin piece for stock
    - (Possibly bipod for marksman, decision yet to be made on this)
Been working with this for a good while now, and it's probably about time to post something about it here. It's very WIP, especially around the stock as it can be seen, but obviously criticism is always appreciated. I'll post more within a couple of days as I'll soon have no shortage of free time in hand. At the moment it's a bit tight.

Currently hovering around 7000 tris.


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The idea of having two kinds of iron sights, like on RK62, is still there. Hopefully it can be implemented smoothly eventually. Basically the idea is to have a wider "aiming hole" with perhaps a little bit worse accuracy/deviation, and a smaller, more accurate hole that can be flipped on.


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I'm still wondering how I'll finish the holes of the barrel. I have some ideas, but it's an area I wouldn't mind having advice.
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Ffuu.
ddeo
Retired PR Developer
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re: [Weapon] RK95 - 7.62mm Assault Rifle [WIP] [FDF]

Post by ddeo »

Crazy details, looks awesome, keep up the good work! :) I'm just a little worried, isn't it too detailed? You say it has 7000 tris, but I see mostly quads and BMesh in screenshots.

Anyway, once again: awesome model! :)
KiloJules
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Joined: 2011-03-17 18:03

re: [Weapon] RK95 - 7.62mm Assault Rifle [WIP] [FDF]

Post by KiloJules »

Question: What is the exact name of that rucksack in the pics?
Amok@ndy
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re: [Weapon] RK95 - 7.62mm Assault Rifle [WIP] [FDF]

Post by Amok@ndy »

Staker wrote:I'm still wondering how I'll finish the holes of the barrel. I have some ideas, but it's an area I wouldn't mind having advice.
simply put them to the texture with Alpha Channel, thats enough for such a small piece
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lucky.BOY
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re: [Weapon] RK95 - 7.62mm Assault Rifle [WIP] [FDF]

Post by lucky.BOY »

ddeo wrote:Crazy details, looks awesome, keep up the good work! :) I'm just a little worried, isn't it too detailed? You say it has 7000 tris, but I see mostly quads and BMesh in screenshots.

Anyway, once again: awesome model! :)
Ehm, I hope I understand you right. For the triangle count, it doesnt matter if the model itself is made form quad or trinagle polygons, right? Hence if he would split all his polys into three sided, for some odd reason, the tri count would stay the same, only the poly count would get higher (and match up with tri count).


Maybe im horribly wrong in something..

EDIT: The model looks really good, maybe those aiming holes could work using same mechanism as GL sights?
ddeo
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re: [Weapon] RK95 - 7.62mm Assault Rifle [WIP] [FDF]

Post by ddeo »

lucky.BOY wrote:Ehm, I hope I understand you right. For the triangle count, it doesnt matter if the model itself is made form quad or trinagle polygons, right? Hence if he would split all his polys into three sided, for some odd reason, the tri count would stay the same, only the poly count would get higher (and match up with tri count).


Maybe im horribly wrong in something..

EDIT: The model looks really good, maybe those aiming holes could work using same mechanism as GL sights?
BF2 is converting everything to tris. And from what I see on the screenshots are quads and polys mostly. I'm just worried model is too detailed and will lag the game. Right now it's 7000 tris, which is already much and count will increase when you will convert all quads and BMesh to tris. That's why I'm asking if it's really 7k tris model, or it has 7k tris before converting.
lucky.BOY
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re: [Weapon] RK95 - 7.62mm Assault Rifle [WIP] [FDF]

Post by lucky.BOY »

What I dont understand is how can the tri count rise when you export it. One quad is made from 2 tris. If you leave the quad bas it is or split it into those tris doesnt matter, the tri count will stay the same. This is why we judge models from tris count, and not from poly count.
Why should the tris count rise?

As for the 7k tris, it WIP, if it gets too high there is always space for optimising.
ddeo
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re: [Weapon] RK95 - 7.62mm Assault Rifle [WIP] [FDF]

Post by ddeo »

lucky.BOY wrote:What I dont understand is how can the tri count rise when you export it. One quad is made from 2 tris. If you leave the quad bas it is or split it into those tris doesnt matter, the tri count will stay the same. This is why we judge models from tris count, and not from poly count.
Why should the tris count rise?

As for the 7k tris, it WIP, if it gets too high there is always space for optimising.
For example in Blender, which I use for modelling we have "faces", which are all tris, quads ,etc. I'm not sure how it looks in 3ds max. But if it says that model is made from 7k tris and 4k quads and something else, then it will convert these 4 quads to more tris so you would have 7k tris + 4k quads. That's why I'm asking author if it's real number of tris, because I see on screenshots something else, will the tris number not increase?
Hulabi
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re: [Weapon] RK95 - 7.62mm Assault Rifle [WIP] [FDF]

Post by Hulabi »

It's 7000 triangles, even if you manually "cut" every face into a triangle, it'd still be 7000 tri.
ddeo
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re: [Weapon] RK95 - 7.62mm Assault Rifle [WIP] [FDF]

Post by ddeo »

[R-COM]Hulabi wrote:It's 7000 triangles, even if you manually "cut" every face into a triangle, it'd still be 7000 tri.
Thanks, that's what I was asking for. :)
DavviZ
Posts: 111
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re: [Weapon] RK95 - 7.62mm Assault Rifle [WIP] [FDF]

Post by DavviZ »

Looks awesome! Im really looking forward to play the two nordic factions! (norway+Finland)
Very Nice to see another 7.62mm assault Rifle ingame. What firemodes Will be in play? Are there like any red dot or holo sights for the Gun?
Nice work btw!
Hulabi
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re: [Weapon] RK95 - 7.62mm Assault Rifle [WIP] [FDF]

Post by Hulabi »

DavviZ wrote:Looks awesome! Im really looking forward to play the two nordic factions! (norway+Finland)
Very Nice to see another 7.62mm assault Rifle ingame. What firemodes Will be in play? Are there like any red dot or holo sights for the Gun?
Nice work btw!
Semi and Full auto. Yes, optics can be mounted on the RK-95, as seen on the two pictures above. Ingame it will have ironsights, aimpoint(red dot) and an ACOG sight.
ukkis
Posts: 43
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re: [Weapon] RK95 - 7.62mm Assault Rifle [WIP] [FDF]

Post by ukkis »

KiloJules wrote:Question: What is the exact name of that rucksack in the pics?
The exact name would be Savotta LJK.

Savotta LJK | Varuste.net

You're welcome :)
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Hulabi
Kovanaama
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re: [Weapon] RK95 - 7.62mm Assault Rifle [WIP] [FDF]

Post by Kovanaama »

Hulabi are you putting the "night stripe" (green glowing line) on the sight?

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KiloJules
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re: [Weapon] RK95 - 7.62mm Assault Rifle [WIP] [FDF]

Post by KiloJules »

ukkis wrote:You're welcome :)
Thank you!
Hulabi
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re: [Weapon] RK95 - 7.62mm Assault Rifle [WIP] [FDF]

Post by Hulabi »

(Moved to Modelling & Animations) Model still WIP, Staker is on LOA for now.
Last edited by Hulabi on 2013-09-07 17:10, edited 1 time in total.
andreas07
Posts: 52
Joined: 2012-01-03 16:31

Re: [Weapon] RK95 - 7.62mm Assault Rifle [WIP](FDF)

Post by andreas07 »

Good quality guys, keep it up. Nice to see that faction ;)
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