Modeling References and Tutorials (3dsMax)
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Re: Modeling references and tutorials (3DS Max)
Is there anything that explains what the Size ratio is for the BF2 engine? I'm using Gmax so I'm pretty sure that the 3ds max ratio is the same for Gmax.
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Re: Modeling references and tutorials (3DS Max)
From the LMing TutDrunkenup wrote:Is there anything that explains what the Size ratio is for the BF2 engine? I'm using Gmax so I'm pretty sure that the 3ds max ratio is the same for Gmax.
After this your units = basically to ingame iirc: 10units = 1mOnce in a new Max window, Choose Units Setup... from the Customize menu. Set to Generic Units, with a System Unit Scale of 1 Unit = 1 Inches found after clicking the System Unit Setup button.
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Re: Modeling references and tutorials (3DS Max)
BF2 development tools for 3DS' link doesn't work, and I need these tools to do any modelling for BF2, anyone know a different link I couldn't find any?
Thank you,
Dylan.
Thank you,
Dylan.
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Re: Modeling references and tutorials (3DS Max)
EDIT: i've found the first part of the beretta 9000 tutorial, the original link for part 1 wasn't working, this is the link that i've found on moddb.com at the comment section: http://rs732.rapidshare.com/files/31911 ... elling.rar
ps: thanks for the tutorials!!
ps: thanks for the tutorials!!
Last edited by Epipen on 2010-08-04 05:15, edited 2 times in total.
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Re: Modeling references and tutorials (3DS Max)
What is the acceptable poly count for a soldier model + kit geometries? I've got a soldier model @ 3.4k poly atm, without kit.
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Re: Modeling references and tutorials (3DS Max)
You should use only the vbf2 soldiers and make only kit geoms.
As for tri count - best thing you can do is to check what is already in game in editor or bfmeshviewer.
As for tri count - best thing you can do is to check what is already in game in editor or bfmeshviewer.
[R-DEV]Z-trooper: you damn russian bear spy ;P - WWJND?
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Re: Modeling references and tutorials (3DS Max)
I've got the PR British player model now, can i use it? I mean my goal is to create new kit geoms and retexture the whole thing to look like a Finnish soldier for PR and then get some more Finnish players interested and start a new community faction. I know we ain't gonna get a subforum easily but we can still develop it, right? Who created those british player models? Do i need to ask permission from him, or is it the PR team i need to ask? (not going to export them to any other mod or game or anything, just for PR)
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Re: Modeling references and tutorials (3DS Max)
The body itself is only a reference, you dont need to and shouldn't edit, therefore permission is not really needed, as long as its only a reference you dont touch.
Our kit geoms guys may give a word about it, but i would suggest to take US bf2 soldiers.
As for your faction, you started with wrong things. Kit geoms are neat and all that, but they are not urgent thing, without which faction cannot live. So far only IDF got custom kit geoms on release, all others received(if any) them later in process.
You should put detailed design plan, decide what is a high priority and work on it. In general you would want "infantry" assets to be done in 1st place- trucks, jeeps, apc, transport helicopter. Other vehicles may wait a bit.
All in all, I would advise you to invest your skills in other com factions/core instead of making new one.
Our kit geoms guys may give a word about it, but i would suggest to take US bf2 soldiers.
As for your faction, you started with wrong things. Kit geoms are neat and all that, but they are not urgent thing, without which faction cannot live. So far only IDF got custom kit geoms on release, all others received(if any) them later in process.
You should put detailed design plan, decide what is a high priority and work on it. In general you would want "infantry" assets to be done in 1st place- trucks, jeeps, apc, transport helicopter. Other vehicles may wait a bit.
All in all, I would advise you to invest your skills in other com factions/core instead of making new one.
[R-DEV]Z-trooper: you damn russian bear spy ;P - WWJND?
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Re: Modeling references and tutorials (3DS Max)
https://www.realitymod.com/forum/f388-p ... orces.html[R-DEV]DankE_SPB wrote:The body itself is only a reference, you dont need to and shouldn't edit, therefore permission is not really needed, as long as its only a reference you dont touch.
Our kit geoms guys may give a word about it, but i would suggest to take US bf2 soldiers.
As for your faction, you started with wrong things. Kit geoms are neat and all that, but they are not urgent thing, without which faction cannot live. So far only IDF got custom kit geoms on release, all others received(if any) them later in process.
You should put detailed design plan, decide what is a high priority and work on it. In general you would want "infantry" assets to be done in 1st place- trucks, jeeps, apc, transport helicopter. Other vehicles may wait a bit.
All in all, I would advise you to invest your skills in other com factions/core instead of making new one.
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Re: Modeling References and Tutorials (3dsMax)
Hey guys so I just took up a modeling and animation subject in my Uni and need to do a project of my choice. I decided I'm going to work on a Challenger 2 but I can't seem to find decent high-res blueprints. Does anyone of you have access to any?
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Re: Modeling References and Tutorials (3dsMax)
The blueprints used for PR's challenger 2 came from a Tamiya 1:35 scale model of it if that's any help to you.PatrickLA_CA wrote:Hey guys so I just took up a modeling and animation subject in my Uni and need to do a project of my choice. I decided I'm going to work on a Challenger 2 but I can't seem to find decent high-res blueprints. Does anyone of you have access to any?
Last edited by camo on 2018-03-06 02:18, edited 1 time in total.
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Re: Modeling References and Tutorials (3dsMax)
Found DICE's Polygon Count Guide:
http://largedownloads.ea.com/pub/misc/b ... elines.doc
There's a bit of everything including some BF2 stuff in the mirror:
http://largedownloads.ea.com/pub/misc/
BF2 Mod Polycount Guidelines
Please note that these figures are still preliminary and it would be advisable for teams to initially target their models to be 75-80% of the stated recommendations. Also of note is the fact that these figures are intended to get the most out of the Battlefield 2 engine, which is designed to support 100+ players in expansive environments with a mix of urban and open settings.
Vehicles Rec. Max. Polygon count 1P-cockpit poly count
Class 0, i.e. Buggies and civilian vehicles 4000 incl. integrated Kit parts in the mesh Integrated with original mesh
and texture
Class 1, i.e. Hummer or Attack Heli. Airplane 5500 incl. integrated Kit parts in the mesh 1000 (Vehicles with entire
interior could use up to 2000, i.e. Hummer)
Class 2, i.e. Tank 6000 incl.integrated Kit parts in the mesh 1000
Class 3, i.e. AA-Vehicles Or Transport Heli 7000 incl. integrated Kit parts in the mesh 1000
Class 4, i.e. LCAC (Hovercraft) 8000 incl. integrated Kit parts in the mesh 1000
Number of vehicle LOD steps and reduction in poly count.
LOD0 100%
LOD1 40%
LOD2 15%
LOD3 2-4%
Player Models Rec. Max. Polygon count
8000 - 10000
1P Weapons Rec. Max. Polygon count 3P weapon
Heavy MG 4000 40% of 1P
Assault rifle 3000 40% of 1P
Pistol 1500 40% of 1P
Grenade 1000 40% of 1P
Knife 1000 40% of 1P
Objects
Buildings Rec. Max. Polygon count
House small (i.e sheds) 800
House Medium (i.e village houses) 4000
House Huge (i.e City houses) 6000
Number of building LOD steps and reduction in poly count.
LOD0 100%
LOD1 50%
LOD2 10%
Misc. Objects
Smaller object doesn’t have any strict rules since it is impossible to categorize them in to groups with a strict poly count.
http://largedownloads.ea.com/pub/misc/b ... elines.doc
There's a bit of everything including some BF2 stuff in the mirror:
http://largedownloads.ea.com/pub/misc/
BF2 Mod Polycount Guidelines
Please note that these figures are still preliminary and it would be advisable for teams to initially target their models to be 75-80% of the stated recommendations. Also of note is the fact that these figures are intended to get the most out of the Battlefield 2 engine, which is designed to support 100+ players in expansive environments with a mix of urban and open settings.
Vehicles Rec. Max. Polygon count 1P-cockpit poly count
Class 0, i.e. Buggies and civilian vehicles 4000 incl. integrated Kit parts in the mesh Integrated with original mesh
and texture
Class 1, i.e. Hummer or Attack Heli. Airplane 5500 incl. integrated Kit parts in the mesh 1000 (Vehicles with entire
interior could use up to 2000, i.e. Hummer)
Class 2, i.e. Tank 6000 incl.integrated Kit parts in the mesh 1000
Class 3, i.e. AA-Vehicles Or Transport Heli 7000 incl. integrated Kit parts in the mesh 1000
Class 4, i.e. LCAC (Hovercraft) 8000 incl. integrated Kit parts in the mesh 1000
Number of vehicle LOD steps and reduction in poly count.
LOD0 100%
LOD1 40%
LOD2 15%
LOD3 2-4%
Player Models Rec. Max. Polygon count
8000 - 10000
1P Weapons Rec. Max. Polygon count 3P weapon
Heavy MG 4000 40% of 1P
Assault rifle 3000 40% of 1P
Pistol 1500 40% of 1P
Grenade 1000 40% of 1P
Knife 1000 40% of 1P
Objects
Buildings Rec. Max. Polygon count
House small (i.e sheds) 800
House Medium (i.e village houses) 4000
House Huge (i.e City houses) 6000
Number of building LOD steps and reduction in poly count.
LOD0 100%
LOD1 50%
LOD2 10%
Misc. Objects
Smaller object doesn’t have any strict rules since it is impossible to categorize them in to groups with a strict poly count.
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Re: Modeling References and Tutorials (3dsMax)
That will do well, thanks a lot!'[R-DEV wrote:camo;2184206']The blueprints used for PR's challenger 2 came from a Tamiya 1:35 scale model of it if that's any help to you.
Since I've only limited experience in Maya, is it much different than 3ds Max 9? I'll be more than glad to make a few models for PR after finishing this course and this semester.
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Re: Modeling References and Tutorials (3dsMax)
You no longer need to model in max9 btw, you can use any modern version you want we have updated export tools allowing us to work in more recent versions then ancient max9 now. So if you work on maya and are able to import it into max then that's all you need
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Re: Modeling References and Tutorials (3dsMax)
That's good news, now I need to finish this Challenger 2 and then find something I want to make for PR. Hmm, or maybe I should scrap the Challenger 2 and work on something that I can use for both the course and PR.
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Re: Modeling References and Tutorials (3dsMax)
RG-32, lets get those finnish forces ingame.
AfSoccer "I just don't see the natural talent."
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Re: Modeling References and Tutorials (3dsMax)
They won't let me do a wheeled vehicle because there won't be enough rigging and animation to show off, well they didn't want to let me do a tank too but I convinced them because of the tracks and roadwheels that should probably require some more work.
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Re: Modeling References and Tutorials (3dsMax)
What about the Karrar MBT then?
AfSoccer "I just don't see the natural talent."
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Re: Modeling References and Tutorials (3dsMax)
That's more probable but seeing as it is quite new and there are not many details and good blueprints that I could find, I'd rather get some more experience with modeling the Challenger 2 for which I now have blueprints, plenty of reference images and even 3D models in games which I can use for a closer look.
After that, I think I will be able to begin working on the Karrar. Would be nice for MEC to get a decent modern tank.
After that, I think I will be able to begin working on the Karrar. Would be nice for MEC to get a decent modern tank.
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Re: Modeling References and Tutorials (3dsMax)
Maybe a panther tank for prww2?
AfSoccer "I just don't see the natural talent."