WIP PzKpfw IV aufs G Early_War
-
- Posts: 15
- Joined: 2015-10-05 14:48
WIP PzKpfw IV aufs G Early_War
I've been at work for the 75 mm German medium tank.
It has the older tracks, and the older shielding. Although I can also show the version without the shields. The gun can go up and down, the turret can go left and right. There is a slight problem that the gun goes into the turret when turned 180 degrees. But don't know how to fix it.
I've made it in Blender. I don't have the textures, and don't know how to make those. This is my first model, so it might not be that good, but I've done my best.
[img]http://i.imgur.com/eqGQIjZ.png[/img]
[img]http://i.imgur.com/otg6QPY.png[/img]
[img]http://i.imgur.com/nbQOb6y.png[/img]
[img]http://i.imgur.com/C3Z9vyz.png[/img]
It has the older tracks, and the older shielding. Although I can also show the version without the shields. The gun can go up and down, the turret can go left and right. There is a slight problem that the gun goes into the turret when turned 180 degrees. But don't know how to fix it.
I've made it in Blender. I don't have the textures, and don't know how to make those. This is my first model, so it might not be that good, but I've done my best.
[img]http://i.imgur.com/eqGQIjZ.png[/img]
[img]http://i.imgur.com/otg6QPY.png[/img]
[img]http://i.imgur.com/nbQOb6y.png[/img]
[img]http://i.imgur.com/C3Z9vyz.png[/img]
Last edited by M.Wolf [21MID] on 2016-02-05 18:16, edited 6 times in total.
-
- Retired PR Developer
- Posts: 1044
- Joined: 2011-01-03 14:57
Re: WIP PzKpfw IV aufs G Early_War
Hey and welcome to the forums.
Im assuming youre posting this because you would like it in game, so a few things. First, take a look at this thread and update the OP with all the info. Lots of wire frames, tri counts ect ect.
https://www.realitymod.com/forum/f388-p ... ssets.html
Secondly, it is in blender so you will have to get it into 3dsmax somehow, probably ask [R-DEV]DDeo as he uses blender.
and for the texture, if you can UV the whole thing Im sure someone can do the texture when the model is ready. Im not the best modeller, more a texturer so if you get it ready I can take a look at it. Before that Im sure some other team members can offer their help.
Looks kick *** so far,
Good luck!
Im assuming youre posting this because you would like it in game, so a few things. First, take a look at this thread and update the OP with all the info. Lots of wire frames, tri counts ect ect.
https://www.realitymod.com/forum/f388-p ... ssets.html
Secondly, it is in blender so you will have to get it into 3dsmax somehow, probably ask [R-DEV]DDeo as he uses blender.
and for the texture, if you can UV the whole thing Im sure someone can do the texture when the model is ready. Im not the best modeller, more a texturer so if you get it ready I can take a look at it. Before that Im sure some other team members can offer their help.
Looks kick *** so far,
Good luck!
-
- Retired PR Developer
- Posts: 17029
- Joined: 2007-02-08 07:19
Your first model.... ever? Because it looks extremely detailed. Looks amazing, but I'm not yet buying the "first model" thing .
So yes please, provide some more info, as CT says.
Thanks!
ps: forgive me for my scepticism, but we've had our fair share of imposters (not saying you are one, but I'm sure you understand)
So yes please, provide some more info, as CT says.
Thanks!
ps: forgive me for my scepticism, but we've had our fair share of imposters (not saying you are one, but I'm sure you understand)
-
- Retired PR Developer
- Posts: 47448
- Joined: 2005-12-13 20:00
Re: WIP PzKpfw IV aufs G Early_War
Looking very nice for a high poly model but you will now need to make a low poly model (the model to actually get exported to the game) and then bake all the details from your high poly model to the low poly
-
- Posts: 15
- Joined: 2015-10-05 14:48
Re: WIP PzKpfw IV aufs G Early_War
Of course I understand. It said: "Does it have the necessary details to mirror its real world equivalent?" So I worked hard on this one. To make it detailed.
What I was trying to say this was my first Tank model. I did some stuff for school earlier.
[img]http://i.imgur.com/IZ5OeRc.png[/img]
[img]http://i.imgur.com/hUJX7S7.png[/img]
[img]http://i.imgur.com/ToYda7R.png[/img]
[img]http://i.imgur.com/8XzNmXJ.png[/img]
[img]http://i.imgur.com/3KXwuKv.png[/img]
[img]http://i.imgur.com/J32LBHt.png[/img]
I don't quite know what you mean with UV, could you explain it easier?
What I was trying to say this was my first Tank model. I did some stuff for school earlier.
[img]http://i.imgur.com/IZ5OeRc.png[/img]
[img]http://i.imgur.com/hUJX7S7.png[/img]
[img]http://i.imgur.com/ToYda7R.png[/img]
[img]http://i.imgur.com/8XzNmXJ.png[/img]
[img]http://i.imgur.com/3KXwuKv.png[/img]
[img]http://i.imgur.com/J32LBHt.png[/img]
I don't quite know what you mean with UV, could you explain it easier?
-
- Retired PR Developer
- Posts: 47448
- Joined: 2005-12-13 20:00
Re: WIP PzKpfw IV aufs G Early_War
UV mapping the process of telling which faces should use which area of a texture sheet, so then they can get textures painted to them
https://en.wikipedia.org/wiki/UV_mapping
EDIT: also don't worry about UV maps for now, first you need to make a low poly model.
[img]http://timspanjer.com/images/3d/3d_misc/imgbig/humvee_tire.jpg[/img]
EDIT: it would also be worth you reading this development topic here of the Tigercat SAM: https://www.realitymod.com/forum/f388-p ... f-wip.html
https://en.wikipedia.org/wiki/UV_mapping
EDIT: also don't worry about UV maps for now, first you need to make a low poly model.
[img]http://timspanjer.com/images/3d/3d_misc/imgbig/humvee_tire.jpg[/img]
EDIT: it would also be worth you reading this development topic here of the Tigercat SAM: https://www.realitymod.com/forum/f388-p ... f-wip.html
Last edited by Rhino on 2016-02-05 20:02, edited 2 times in total.
-
- Retired PR Developer
- Posts: 1044
- Joined: 2011-01-03 14:57
Re: WIP PzKpfw IV aufs G Early_War
I found this for blender
https://www.youtube.com/watch?v=Tovu1A0LxeQ
Basically, it is taking a 3D object and putting its faces into a 2D texture sheet. Its alot of work and takes time but needs to be done BUT before you do that make sure this model is all good to go for PR.
Atm it looks really detailed, too much for PR, im sure some of it can be used in a HP model, but youll have to reduce that tri count if you want it in game.
EDIT: ninjd by rhino
https://www.youtube.com/watch?v=Tovu1A0LxeQ
Basically, it is taking a 3D object and putting its faces into a 2D texture sheet. Its alot of work and takes time but needs to be done BUT before you do that make sure this model is all good to go for PR.
Atm it looks really detailed, too much for PR, im sure some of it can be used in a HP model, but youll have to reduce that tri count if you want it in game.
EDIT: ninjd by rhino
-
- Posts: 15
- Joined: 2015-10-05 14:48
Re: WIP PzKpfw IV aufs G Early_War
If I may ask, what is the limit on Verts, faces, Tris?
-
- Retired PR Developer
- Posts: 47448
- Joined: 2005-12-13 20:00
Re: WIP PzKpfw IV aufs G Early_War
For a tank, 10k tris is the normal amount, although can go a bit over that if the rest of the model is well optimized and really need it for the detail.
-
- Posts: 15
- Joined: 2015-10-05 14:48
Re: WIP PzKpfw IV aufs G Early_War
I've got 120K for just the tracks alone. The rest clocks in at around 80K. I seriously need to remove some details ;(
It's so sad to remove details you worked hours for. But I got the turret down to 8.6K without really adjusting the model. And made the chassis 10K (without tracks). Still got a long road ahead of me.
It's so sad to remove details you worked hours for. But I got the turret down to 8.6K without really adjusting the model. And made the chassis 10K (without tracks). Still got a long road ahead of me.
Last edited by M.Wolf [21MID] on 2016-02-05 22:47, edited 2 times in total.
-
- Retired PR Developer
- Posts: 953
- Joined: 2011-04-21 18:57
Re: WIP PzKpfw IV aufs G Early_War
What you'd typically do is make all your details (bolts, etc.) part of the normal maps and such. Really cuts down triangles fast when you have a flat face, but the light acts like they're still there, giving the impression that they're actually modeled.'M.Wolf [21MID wrote:;2117195']I've got 120K for just the tracks alone. The rest clocks in at around 80K. I seriously need to remove some details ;(
As for tracks, I may have a tutorial coming up soon for exporting tracked vehicles and I'll point out a few good tutorials for making low poly tracks. In your case, you'd use your existing tracks to help create the texture, then just map the low poly tracks over that and they'd look just about as good with only like....400 tris or so, just depends on the tracks.
-
- Posts: 292
- Joined: 2014-06-09 10:50
Re: WIP PzKpfw IV aufs G Early_War
wow great model , this thing should be in SQUAD not PR very detailed
stuff like screws and small objects can be removed and be added in the texture
stuff like screws and small objects can be removed and be added in the texture
-
- Posts: 706
- Joined: 2010-07-03 12:56
Re: WIP PzKpfw IV aufs G Early_War
Very nice indeed wolf, and Rhino.... It is actually his first one
Its SO evil, it may actually encourage EA to support Modding again - Pantera
-
- PR:BF2 Lead Developer
- Posts: 8514
- Joined: 2012-01-02 12:37
You can model that and not know what a UV is ? nice model though
Your steps :
1. Low poly
2. UV low poly
3. Bake high poly
4. Make LODs
Things like the texture and export shouldn't be items to be worried about
Good luck, and don't see making a low poly as a loss of detail. You will see it back once the high poly is baked. This is natural process for video game modelling. Not even new game engines accept such detailed models yet.
Your steps :
1. Low poly
2. UV low poly
3. Bake high poly
4. Make LODs
Things like the texture and export shouldn't be items to be worried about
Good luck, and don't see making a low poly as a loss of detail. You will see it back once the high poly is baked. This is natural process for video game modelling. Not even new game engines accept such detailed models yet.
-
- Posts: 15
- Joined: 2015-10-05 14:48
Re: WIP PzKpfw IV aufs G Early_War
Thanks for the tips, still need to reduce the Tris. The tracks still are 66K.
-
- Retired PR Developer
- Posts: 47448
- Joined: 2005-12-13 20:00
Re: WIP PzKpfw IV aufs G Early_War
Tracks for BF2 are basic rectangles with a texture applied to them. But as said before, you can use your current high poly (possibly with a few tweaks) to bake the texture and normals for the low poly, rectangle, tracks
Same goes for the other details.
Same goes for the other details.
-
- Posts: 15
- Joined: 2015-10-05 14:48
Re: WIP PzKpfw IV aufs G Early_War
Hang on, Tracks are rectangles?
-
- Retired PR Developer
- Posts: 47448
- Joined: 2005-12-13 20:00
Re: WIP PzKpfw IV aufs G Early_War
[img]http://i.imgur.com/TxUTj54.jpg[/img]
[img]http://i.imgur.com/qtc5qPS.jpg[/img]
[img]http://i.imgur.com/ks0yTbw.jpg[/img]
The textures on them are animated and they flex with the "springs" (wheels) under them too
BTW this track is slightly incorrect since it shouldn't have edges in-between the wheels, only under each wheel.
[img]http://i.imgur.com/qtc5qPS.jpg[/img]
[img]http://i.imgur.com/ks0yTbw.jpg[/img]
The textures on them are animated and they flex with the "springs" (wheels) under them too
BTW this track is slightly incorrect since it shouldn't have edges in-between the wheels, only under each wheel.
-
- Posts: 15
- Joined: 2015-10-05 14:48
Re: WIP PzKpfw IV aufs G Early_War
Would 13.295 Tris with the added sidearmor, and 11.131 without be good? And could it be possible to shoot off the armorskirts, if I make the different states?
Last edited by M.Wolf [21MID] on 2016-02-07 23:42, edited 1 time in total.
-
- Retired PR Developer
- Posts: 47448
- Joined: 2005-12-13 20:00
Re: WIP PzKpfw IV aufs G Early_War
ye, 13k tris with the side armour and 11k without would be acceptable, providing the rest the model was well optimized with the tris spent well where they get seen the most etc
As for shooting off the side armour, there is a new theory floating around on how that sort of thing might just be possible on the BF2 engine but it isn't proven yet. But this tank could be a test-bed for it, so ye, for now, just make them so they can be removed and put on separate etc, and we will look into that more down the line
As for shooting off the side armour, there is a new theory floating around on how that sort of thing might just be possible on the BF2 engine but it isn't proven yet. But this tank could be a test-bed for it, so ye, for now, just make them so they can be removed and put on separate etc, and we will look into that more down the line