[WIP] [weapon] Type 89
- Hokunin
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Re: [WIP] [weapon] Type 89
Fixed holes opacity by combining thickness and additional planes, now even from top view you will not see any backfaces:
Also i solved the same problem for magazine shaft:
Now i have to choose how should i bake AO map for bolt carrier, i did both variants inside and outside rifle here are the results:
outside
inside
the most worrying part is the trace on shaft, but at the same time bolt carrier itself is better shadowed (but only for closed state, since one of detail leave a little trace below bolt carrier grip) So what should i choose?
Also i solved the same problem for magazine shaft:
Now i have to choose how should i bake AO map for bolt carrier, i did both variants inside and outside rifle here are the results:
outside
inside
the most worrying part is the trace on shaft, but at the same time bolt carrier itself is better shadowed (but only for closed state, since one of detail leave a little trace below bolt carrier grip) So what should i choose?
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Re: [WIP] [weapon] Type 89
Hi, I'm new here and frankly only arrived because I really love the Type 89 and there are approximately 0 games with any sort of tactical freedom+immersion and the Type 89 in them.
I think it's epic that somebody is actually modeling a Type 89 for PR. Thank you
Is there any overall group currently developing a JSDF by chance? Or are you prepping a model faithfully for when you or somebody actually starts that project again?
I think it's epic that somebody is actually modeling a Type 89 for PR. Thank you
Is there any overall group currently developing a JSDF by chance? Or are you prepping a model faithfully for when you or somebody actually starts that project again?
- ALADE3N
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Re: [WIP] [weapon] Type 89
I think Hans is planning to develop JSDFPacificWarrior wrote:Hi, I'm new here and frankly only arrived because I really love the Type 89 and there are approximately 0 games with any sort of tactical freedom+immersion and the Type 89 in them.
I think it's epic that somebody is actually modeling a Type 89 for PR. Thank you
Is there any overall group currently developing a JSDF by chance? Or are you prepping a model faithfully for when you or somebody actually starts that project again?
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Re: [WIP] [weapon] Type 89
That's awesome. Keep on lads.
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Re: [WIP] [weapon] Type 89
Yeah, trying to revive previous attempt of another group long time ago (10 years?). Check faction concept if you want more info.PacificWarrior wrote:Hi, I'm new here and frankly only arrived because I really love the Type 89 and there are approximately 0 games with any sort of tactical freedom+immersion and the Type 89 in them.
I think it's epic that somebody is actually modeling a Type 89 for PR. Thank you
Is there any overall group currently developing a JSDF by chance? Or are you prepping a model faithfully for when you or somebody actually starts that project again?
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Re: [WIP] [weapon] Type 89
Export tools feels so fragile!
Anyway, i did some minor changes, remade UV map for better quality of sights, and got all needed maps. Normal and diffuse maps are ready for export (specular is ready but i need some time to understand how to implement it into aplha channel of normal map) and here is the result (keep in mind this is 4/2k resolution):
(the reason of all UV rework have been done):
BUT.... i got visible seams -
Am i did something wrong? is it padding issue? i blame it because i exported textures with no padding at all. Am i right about it?
Anyway, i did some minor changes, remade UV map for better quality of sights, and got all needed maps. Normal and diffuse maps are ready for export (specular is ready but i need some time to understand how to implement it into aplha channel of normal map) and here is the result (keep in mind this is 4/2k resolution):
(the reason of all UV rework have been done):
BUT.... i got visible seams -
Am i did something wrong? is it padding issue? i blame it because i exported textures with no padding at all. Am i right about it?
Last edited by Hans_Strudel on 2020-02-19 22:47, edited 1 time in total.
- ALADE3N
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Re: [WIP] [weapon] Type 89
nice work, though its a bit shinyHans_Strudel wrote:Export tools feels so fragile!
Anyway, i did some minor changes, remade UV map for better quality of sights, and got all needed maps. Normal and diffuse maps are ready for export (specular is ready but i need some time to understand how to implement it into aplha channel of normal map) and here is the result (keep in mind this is 4/2k resolution):
(the reason of all UV rework have been done):
BUT.... i got visible seams -
Am i did something wrong? is it padding issue? i blame it because i exported textures with no padding at all. Am i right about it?
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Re: [WIP] [weapon] Type 89
Specular map isn't present since i am dumb and can't understand how add it into alpha channel.ALADE3N wrote:nice work, though its a bit shiny
Btw this seams is padding problem.
- Hokunin
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Re: [WIP] [weapon] Type 89
It looks awesome. Though some scratches and dirt needed.
About adding specular.
Open your normal map in photoshop, on layers window, click on the "channels" tab and create a new layer in there - that layer will become alpha channel, copy and paste your specular map there. Done.
You can save that file as DDS in DXT5 mode, if you've already installed "nvidia texture tools" plugin for photoshop.
You don't need to bother with adding specular to alpha channel and stuff though, exporter guy will handle all that, you only need to give an exporter guy all the texture files in photoshop format. Unless you're planning to export rifle all by yourself.
About adding specular.
Open your normal map in photoshop, on layers window, click on the "channels" tab and create a new layer in there - that layer will become alpha channel, copy and paste your specular map there. Done.
You can save that file as DDS in DXT5 mode, if you've already installed "nvidia texture tools" plugin for photoshop.
You don't need to bother with adding specular to alpha channel and stuff though, exporter guy will handle all that, you only need to give an exporter guy all the texture files in photoshop format. Unless you're planning to export rifle all by yourself.
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Re: [WIP] [weapon] Type 89
Help! rpoxo is setting experiments on me!
i was trying to export model with all textures and got 2 results:
and this one:
The difference between them is where specular map located as alpha channel. The first one is usual diffuse(RGB)+specular(alpha) and normal (RGB), while the second one is diffuse(RGB) and normal(RGB)+specular(alpha). I can understand why rpoxo wants to place specular in normal's alpha channel but is it working?
Anyway, i am done with whole texture set and move to modelling bayonet and other attachments (scope and rifle grenade). I have a question about scopes. There is the issue that JSDF has no officially adopted scopes, especially magnified ones. I know 2 models of not magnified red dot scopes mass used in JSDF and one of them can be upgraded with 2x magnifier, but i don't know is it wide spread across their soldiers. So how can i know what scope fits PR and what doesn't?
i was trying to export model with all textures and got 2 results:
and this one:
The difference between them is where specular map located as alpha channel. The first one is usual diffuse(RGB)+specular(alpha) and normal (RGB), while the second one is diffuse(RGB) and normal(RGB)+specular(alpha). I can understand why rpoxo wants to place specular in normal's alpha channel but is it working?
Anyway, i am done with whole texture set and move to modelling bayonet and other attachments (scope and rifle grenade). I have a question about scopes. There is the issue that JSDF has no officially adopted scopes, especially magnified ones. I know 2 models of not magnified red dot scopes mass used in JSDF and one of them can be upgraded with 2x magnifier, but i don't know is it wide spread across their soldiers. So how can i know what scope fits PR and what doesn't?
Last edited by Hans_Strudel on 2020-02-25 18:53, edited 2 times in total.
- Hokunin
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Re: [WIP] [weapon] Type 89
- For the sake of making stuff quicker for the JSDF, you may skip on making red dot sight and let soldiers aim through ironsight. <- It is in concern of non-magnified aiming.
- JSDF would need medium magnification optics for grunts (I guess 2x is okay? other Devs might have different opinion) and also need higher magnification optics for the marksman.
Just choose what is most widespread, research photos from various field trainings or their middle eastern campaign, which optics you come across most often is probably would be the choice.
- JSDF would need medium magnification optics for grunts (I guess 2x is okay? other Devs might have different opinion) and also need higher magnification optics for the marksman.
Just choose what is most widespread, research photos from various field trainings or their middle eastern campaign, which optics you come across most often is probably would be the choice.
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Re: [WIP] [weapon] Type 89
Here goes the first attachment and standalone weapon - bayonet for type 89!
highpoly:
lowpoly:
references:
highpoly:
lowpoly:
references:
Last edited by Hans_Strudel on 2020-02-27 18:59, edited 2 times in total.
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Re: [WIP] [weapon] Type 89
Bayonet was successfuly exported:
Now i moved to optics and through long searches i found out that JSDF most used scope MD-33 was issued with additional 2x magnifier:
With this information i started modelling rifle variant with optics. Here is my current progress with it:
Now i moved to optics and through long searches i found out that JSDF most used scope MD-33 was issued with additional 2x magnifier:
With this information i started modelling rifle variant with optics. Here is my current progress with it:
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Re: [WIP] [weapon] Type 89
Going to do a folding stock version aswell?
AfSoccer "I just don't see the natural talent."
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Re: [WIP] [weapon] Type 89
Yes, but this is not first priority. After scope for this rifle i will move to soldier retexture and kits.Rabbit wrote:Going to do a folding stock version aswell?
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Re: [WIP] [weapon] Type 89
Yeah I was just curious if it would end up being the crewman kit aswell.Hans_Strudel wrote:Yes, but this is not first priority.
AfSoccer "I just don't see the natural talent."
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Re: [WIP] [weapon] Type 89
You can check faction concept where i described what equipment each kit has, and yes crewman was planned with Type 89-F, the only thing i think about them is should i switch 30 round magazines on 20 round for it (like if i would want to make it more compact for driver/spotter/breacher).Rabbit wrote:Yeah I was just curious if it would end up being the crewman kit aswell.
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