[Weapon] Sako TRG-42 [WIP](FDF)

ukkis
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[Weapon] Sako TRG-42 [WIP](FDF)

Post by ukkis »

Greetings!

Here is the new model of TRG-42.
You may have already seen it in our latest Hilight reel:
https://www.realitymod.com/forum/f388-pr-bf2-community-modding/105407-fdf-hilight-reel-2-a.html

TRG will be the primary sniper rifle for the FDF faction.

I used a Highpoly model to bake normal maps.
Here you can see the highpoly model next to the ingame model with the normal maps applied.

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As seen here I'm still facing some shading issues and I still need to do some tweaking to the model and uvw's.

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And the same view with wireframes in case some of you have some advice how to get rid of those artefacts.

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At the moment the model consists of about 8000tris
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Rhino
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re: [Weapon] Sako TRG-42 [WIP] [FDF]

Post by Rhino »

looks good, need to work on your smoothing a little more and a few of your bakes are not 100% straight, mainly on the scope but still looking good over all. 8k tris is right on the limit of 1p tri counts, you should really look at optimizing it from here.
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PoisonBill
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re: [Weapon] Sako TRG-42 [WIP] [FDF]

Post by PoisonBill »

Look very detailed! :O But how does the front barrel look? :)
Finrar
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re: [Weapon] Sako TRG-42 [WIP] [FDF]

Post by Finrar »

That looks awesome! :-)
Tim270
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re: [Weapon] Sako TRG-42 [WIP] [FDF]

Post by Tim270 »

Nice bake! I will post some feedback on removing some tris soon.
Adriaan
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re: [Weapon] Sako TRG-42 [WIP] [FDF]

Post by Adriaan »

Looks really promising Ukkis, cool to see more people do hp-baked normals for their stuff here. :)
I'd like to give you more feedback, but I'm not that experienced with the high to low poly workflow myself yet. I'm sure the others here will provide you with some good critique!
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R|ksa
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re: [Weapon] Sako TRG-42 [WIP] [FDF]

Post by R|ksa »

It's looking sexy, just like IRL.
ukkis
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re: [Weapon] Sako TRG-42 [WIP] [FDF]

Post by ukkis »

One simple question:
Should I make a separate more highly detailed model for fps view?
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Hauteclocque
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re: [Weapon] Sako TRG-42 [WIP] [FDF]

Post by Hauteclocque »

I don't understand your question. :P

for fps view ?
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temexter
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re: [Weapon] Sako TRG-42 [WIP] [FDF]

Post by temexter »

First person ie. 1p - i think he means.
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Hauteclocque
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re: [Weapon] Sako TRG-42 [WIP] [FDF]

Post by Hauteclocque »

I don't think so then, the model has already enough tris as it is. ;) (and doesn't look low detail either)
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ukkis
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re: [Weapon] Sako TRG-42 [WIP] [FDF]

Post by ukkis »

[R-DEV]Hauteclocque wrote:I don't understand your question. :P

for fps view ?
What I mean is that should I make a weapon model that is only visible in first person view by deleting stuff that is in front of the weapon and not visible while adding more detail to ares which are right on the players face when he is carrying the weapon.

How is this usually done in PR? Is it even possible to show a different model in fps -view than what it would be in 3rd person?
Last edited by ukkis on 2012-01-08 15:40, edited 1 time in total.
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Hauteclocque
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re: [Weapon] Sako TRG-42 [WIP] [FDF]

Post by Hauteclocque »

The model, even in 1p should be completely modeled. It causes issues when the animations are done otherwise. Imagine the animator wants to show a particular part of the weapon during an animation, he is fucked if some parts are not modeled near this particular area.

When the weapon is exported, there are two different geometries, the geom0, which is the first person model, and the geom1 being the third person model.

The two models can and should be different, the third person model should be low tri compared to the first person model.

As I said, your model looks good enough as it is. Only fix the few points pointed in the previous posts.

Just be sure to make a good 3p model off this one, and make a set of lods. ;)
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Psyrus
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re: [Weapon] Sako TRG-42 [WIP] [FDF]

Post by Psyrus »

ukkis wrote:What I mean is that should I make a weapon model that is only visible in first person view by deleting stuff that is in front of the weapon and not visible while adding more detail to ares which are right on the players face when he is carrying the weapon.

How is this usually done in PR?

I've just had a look at some of the PR weapons (the CF and new QBZ chinese ones from the more recent releases) and they have all the faces on the 1p view. I assume this is largely to do with animating flexibility, as if you were to delete certain faces based on a specific reloading style, and say they wanted to change it later... the animator might be heavily constrained by not being able to show certain areas of the model due to deleted faces.
ukkis wrote: Is it even possible to show a different model in fps -view than what it would be in 3rd person?
Yes, pretty much every weapon has the 1p view (geom 0, with a lod0 for unzoomed and an extra lod1 with enlarged scope for 3d scopes), and then geom 1 which is the 3p view which has 1-3 LODs.

Here's the CF C7 ironsight.
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ukkis
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re: [Weapon] Sako TRG-42 [WIP] [FDF]

Post by ukkis »

Ok thanks for your answers. :)
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Hauteclocque
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re: [Weapon] Sako TRG-42 [WIP] [FDF]

Post by Hauteclocque »

Psyrus wrote:(the CF and new QBZ chinese ones from the more recent releases)
Off-Topic, but we haven't released the new QBZ series yet. ;)
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Psyrus
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re: [Weapon] Sako TRG-42 [WIP] [FDF]

Post by Psyrus »

[R-DEV]Hauteclocque wrote:Off-Topic, but we haven't released the new QBZ series yet. ;)
Oh my bad, I figured since the blog post was from 0.95 that they'd have been included in one of the 3 subsequent releases :) Looking forward to them!
Rhino
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re: [Weapon] Sako TRG-42 [WIP] [FDF]

Post by Rhino »

As Huate said, you should have separate 1p and 3p models AND textures. Most of the current PR handheld weapons don't have this yet and its quite a big issue for PR's performance.

Here is a quick example of the future L85A2 setup:

Top is scoped in mesh, next down is 1p model, next down is 3p, lod0 and ones after that are the other 3p lods, one after the other with the final 3p lod, being a double sided plane with an alpha texture on it ingame.

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And 1p model and 3p model:
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You can't see the normals in thous pics but with them, it looks pretty much like the 1p model, other than when really, really close up which 99% of the time, your not going to be to another guys weapon.

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For now just focus on the 1p model, the 3p models are made off the 1p models with there textures and normals baked off of them ;)
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Wakain
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re: [Weapon] Sako TRG-42 [WIP] [FDF]

Post by Wakain »

Rhino, I don't want to be an arse but does this mean the return of the non-RIS L85?

lovely to see more optimization!
Spush
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re: [Weapon] Sako TRG-42 [WIP] [FDF]

Post by Spush »

Don't think so. I think Rhino just loves the older version without the RIS.
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