Modeling References and Tutorials (3dsMax)

Information and tutorials related to modding BF2.
Drunkenup
Posts: 786
Joined: 2009-03-16 20:53

Re: Modeling references and tutorials (3DS Max)

Post by Drunkenup »

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.
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: Modeling references and tutorials (3DS Max)

Post by Rhino »

Drunkenup 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.
From the LMing Tut
Once 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.
After this your units = basically to ingame iirc: 10units = 1m
Image
blues&royalsdylan
Posts: 82
Joined: 2009-11-28 14:45

Re: Modeling references and tutorials (3DS Max)

Post by blues&royalsdylan »

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.
Epipen
Posts: 74
Joined: 2010-06-30 05:29

Re: Modeling references and tutorials (3DS Max)

Post by Epipen »

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!! :)
Last edited by Epipen on 2010-08-04 05:15, edited 2 times in total.
Hulabi
Posts: 2277
Joined: 2009-08-08 22:15

Re: Modeling references and tutorials (3DS Max)

Post by Hulabi »

What is the acceptable poly count for a soldier model + kit geometries? I've got a soldier model @ 3.4k poly atm, without kit.
DankE_SPB
Retired PR Developer
Posts: 3678
Joined: 2008-09-30 22:29

Re: Modeling references and tutorials (3DS Max)

Post by DankE_SPB »

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.
Image
[R-DEV]Z-trooper: you damn russian bear spy ;P - WWJND?
Hulabi
Posts: 2277
Joined: 2009-08-08 22:15

Re: Modeling references and tutorials (3DS Max)

Post by Hulabi »

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)
DankE_SPB
Retired PR Developer
Posts: 3678
Joined: 2008-09-30 22:29

Re: Modeling references and tutorials (3DS Max)

Post by DankE_SPB »

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.
Image
[R-DEV]Z-trooper: you damn russian bear spy ;P - WWJND?
Hulabi
Posts: 2277
Joined: 2009-08-08 22:15

Re: Modeling references and tutorials (3DS Max)

Post by Hulabi »

[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.
https://www.realitymod.com/forum/f388-p ... orces.html
PatrickLA_CA
Posts: 2243
Joined: 2009-07-14 09:31

Re: Modeling References and Tutorials (3dsMax)

Post by PatrickLA_CA »

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?
In-game: Cobra-PR
camo
PR:BF2 Developer
Posts: 3159
Joined: 2013-01-26 09:00

Re: Modeling References and Tutorials (3dsMax)

Post by camo »

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?
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.

Image
Image
Last edited by camo on 2018-03-06 02:18, edited 1 time in total.
Image
Arab
PR:BF2 Developer
Posts: 2887
Joined: 2012-05-18 03:37

Re: Modeling References and Tutorials (3dsMax)

Post by Arab »

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.
Image
PatrickLA_CA
Posts: 2243
Joined: 2009-07-14 09:31

Re: Modeling References and Tutorials (3dsMax)

Post by PatrickLA_CA »

'[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.

Image
Image
That will do well, thanks a lot!
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.
In-game: Cobra-PR
User avatar
Mineral
Retired PR Developer
Posts: 8533
Joined: 2012-01-02 12:37
Location: Belgium

Re: Modeling References and Tutorials (3dsMax)

Post by Mineral »

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 ;)
Image
PatrickLA_CA
Posts: 2243
Joined: 2009-07-14 09:31

Re: Modeling References and Tutorials (3dsMax)

Post by PatrickLA_CA »

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.
In-game: Cobra-PR
Rabbit
Posts: 7818
Joined: 2006-12-17 15:14

Re: Modeling References and Tutorials (3dsMax)

Post by Rabbit »

RG-32, lets get those finnish forces ingame.
Image

AfSoccer "I just don't see the natural talent."
Image
PatrickLA_CA
Posts: 2243
Joined: 2009-07-14 09:31

Re: Modeling References and Tutorials (3dsMax)

Post by PatrickLA_CA »

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.
In-game: Cobra-PR
Rabbit
Posts: 7818
Joined: 2006-12-17 15:14

Re: Modeling References and Tutorials (3dsMax)

Post by Rabbit »

What about the Karrar MBT then?
Image

AfSoccer "I just don't see the natural talent."
Image
PatrickLA_CA
Posts: 2243
Joined: 2009-07-14 09:31

Re: Modeling References and Tutorials (3dsMax)

Post by PatrickLA_CA »

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.
Rabbit
Posts: 7818
Joined: 2006-12-17 15:14

Re: Modeling References and Tutorials (3dsMax)

Post by Rabbit »

Maybe a panther tank for prww2?
Image

AfSoccer "I just don't see the natural talent."
Image
Post Reply

Return to “Modding Tutorials”