[WIP] [weapon] Type 89
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[WIP] [weapon] Type 89
Here is my current progress with Type 89:
What left: bipods, scope, remodel of stock, learn how to use smoothing groups and normal maps.
refs
What left: bipods, scope, remodel of stock, learn how to use smoothing groups and normal maps.
refs
Last edited by Hans_Strudel on 2018-11-16 22:37, edited 1 time in total.
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Re: [WIP] [weapon] Type 89
So here is my first update:
i have changed stock (made it wider in center):
Start work with bipods (still WIP, but base shape is done):
Also here is my 1st try with smoothing groups:
And i have 2 questions:
1) is tris counter too big?
2) here is iron sights:
this is how frontal part looks IRL:
So here is the question:
Should i rework target line like on this picture? (red line - current state, green line - how i think it should be):
i have changed stock (made it wider in center):
Start work with bipods (still WIP, but base shape is done):
Also here is my 1st try with smoothing groups:
And i have 2 questions:
1) is tris counter too big?
2) here is iron sights:
this is how frontal part looks IRL:
So here is the question:
Should i rework target line like on this picture? (red line - current state, green line - how i think it should be):
Last edited by Hans_Strudel on 2018-11-19 08:40, edited 4 times in total.
- Hokunin
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Re: [WIP] [weapon] Type 89
Looks cool. You learning max for the first time? Have you ever UVW unwrapped and textured before? How long do you think it'll take you to finish this completely?
- Mr.VdHeide
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Re: [WIP] [weapon] Type 89
Looks good!
A lot of our recently added rifles are around 9 / 10k tri's so you are fine. Just make sure to remove edges that do not improve the geometry or smoothing.
Keep it up,
D.J.
A lot of our recently added rifles are around 9 / 10k tri's so you are fine. Just make sure to remove edges that do not improve the geometry or smoothing.
Keep it up,
D.J.
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Re: [WIP] [weapon] Type 89
1) yes this is my first work in Max;Hokunin wrote:Looks cool. You learning max for the first time? Have you ever UVW unwrapped and textured before? How long do you think it'll take you to finish this completely?
2) no, i only worked with materials for a little (made a template with bitmap for accuracy in modelling);
3) i hope to finnish model in 1-1,5 months (make it ready for export according to these steps).
Last edited by Hans_Strudel on 2018-11-19 21:48, edited 1 time in total.
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Re: [WIP] [weapon] Type 89
And another update:
finished bipods:
I removed unnecessary edges (thanks for advice, Mr.VdHeide), and during the process fixed some hidden polygons (i see Bridge function isn't the best solution):
and i got a problem:
On this screenshot i have 4 polygons with the same smoothing group, but they are seen like they're not:
Would be glad to find out the answer.
There are some details left to finish the iron sights variation model, so i think tommorow it will be done.
finished bipods:
I removed unnecessary edges (thanks for advice, Mr.VdHeide), and during the process fixed some hidden polygons (i see Bridge function isn't the best solution):
and i got a problem:
On this screenshot i have 4 polygons with the same smoothing group, but they are seen like they're not:
Would be glad to find out the answer.
There are some details left to finish the iron sights variation model, so i think tommorow it will be done.
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Re: [WIP] [weapon] Type 89
This is awesome, keep up the good work
Btw, is this bipod going to be usable in-game or just an accessory? It could be another option for AR kit besides Minimi though in some maps (like a RPK-74/RPK's etc.)
And as always, take your time on the work ^^
Btw, is this bipod going to be usable in-game or just an accessory? It could be another option for AR kit besides Minimi though in some maps (like a RPK-74/RPK's etc.)
And as always, take your time on the work ^^
Toll roads, take me home.
- ALADE3N
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Re: [WIP] [weapon] Type 89
It's a japanese main service firearmInchPincherToo wrote:This is awesome, keep up the good work
Btw, is this bipod going to be usable in-game or just an accessory? It could be another option for AR kit besides Minimi though in some maps (like a RPK-74/RPK's etc.)
And as always, take your time on the work ^^
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Re: [WIP] [weapon] Type 89
Thank you.InchPincherToo wrote:This is awesome, keep up the good work
Btw, is this bipod going to be usable in-game or just an accessory? It could be another option for AR kit besides Minimi though in some maps (like a RPK-74/RPK's etc.)
Sadly, but bipods will be only as accessory. If Automatic Rifleman will have the ability to deploy them, then why others can't?
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Re: [WIP] [weapon] Type 89
Same decision we made on French famas. They all have one but we don't use it on normal kits
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Re: [WIP] [weapon] Type 89
Hans_Rudel wrote:Thank you.
Sadly, but bipods will be only as accessory. If Automatic Rifleman will have the ability to deploy them, then why others can't?
No worries man, if it's your decision, you can go for it.
I mean, i really had no idea why the bipod mountings still exist for some assault rifles, like Infantry Automatic Rifles (IAR) ex: USMC M27, Galil AR/ARM, SADF Vektor R4 etc. with least of 30/35 rounds in their mags. IMO, these bipods and their mags capacity.. can be used as an AR kit, besides the usual Heavy Barrels ofc..
Even some old battle rifles like current DMR kit weapon, Howa Type 64 is just fine to have bipod in it, since it's meant for current DMR section in service... and also 20 rounds in mags isnt sufficient and enough to give some suppression effect on Full Auto, only for sniping.
HK G3 also had integrated bipod in some variants for the same purpose as well- (i believe it was G3A3 without the plastic handguard on, like on MEC's)
Keep it up
Toll roads, take me home.
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Re: [WIP] [weapon] Type 89
Finally! 3D for iron sights variation is over:
Fully reworked foresight:
line of sight in perpective:
i start woking with UV maps, but there is nothing to show right now.
Fully reworked foresight:
line of sight in perpective:
i start woking with UV maps, but there is nothing to show right now.
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Re: [WIP] [weapon] Type 89
Believe me or not, i came up to this by looking at FAMAS in PR.Mineral wrote:Same decision we made on French famas. They all have one but we don't use it on normal kits
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Re: [WIP] [weapon] Type 89
I think someone already did this model years ago, maybe you could find other reference here:
https://www.realitymod.com/forum/showthread.php?t=51707
The user that wrote made one, but no faction at all, so it looks weird back in the day, making an asset without a faction-
And also these regarding the old proposal:
https://www.realitymod.com/forum/showthread.php?t=22593
Hope that encourage you more
https://www.realitymod.com/forum/showthread.php?t=51707
The user that wrote made one, but no faction at all, so it looks weird back in the day, making an asset without a faction-
And also these regarding the old proposal:
https://www.realitymod.com/forum/showthread.php?t=22593
Hope that encourage you more
Toll roads, take me home.
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- PR:BF2 Developer
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Re: [WIP] [weapon] Type 89
Sorry, but i was a little bit too hurry to claim about 100% finished 3D model. Found a lot of weird edges during first tries of unwrapped UVW (some selected edges dont mind verts "on them", during recheck i found a second edge over others). Does anybody know how to find all of them quickly? It would help greatly (rechecking every edge would take too much time).
Last edited by Hans_Strudel on 2018-11-24 11:10, edited 1 time in total.
- Hokunin
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Re: [WIP] [weapon] Type 89
@Hans_Rudel
you have vk com page? We could talk in chat there in Russian to resolve your issue. Currently its hard to understand what do you mean exactly in English. Leave the link here or send in PM.
If you mean that there are multiple vertexes in one coordinate, which creates edge on an edge, then you gotta use "vertex weld" modifier(it will merge all excess vertexes positioned in one coordinate), but after that you gotta recheck the model thoroughly for any unwanted end up results.
you have vk com page? We could talk in chat there in Russian to resolve your issue. Currently its hard to understand what do you mean exactly in English. Leave the link here or send in PM.
If you mean that there are multiple vertexes in one coordinate, which creates edge on an edge, then you gotta use "vertex weld" modifier(it will merge all excess vertexes positioned in one coordinate), but after that you gotta recheck the model thoroughly for any unwanted end up results.
Last edited by Hokunin on 2018-11-24 15:45, edited 4 times in total.
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Re: [WIP] [weapon] Type 89
UPD: Model is fixed. All garbage removed. Soon i will show first version of UV map.
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Re: [WIP] [weapon] Type 89
So, "soon" lasted longer than expected. But now i have an update:
Previously i forgot to make the semi-rings for belt. Now here they are:
on stock:
near foresight:
Also here is how rifle looks with open chamber (this area causes a lot of trouble during UV mapping):
And as i already mentioned, i worked with UV mapping and here is my first result:
It is not even close to final, there is a lot of work to normalize this map. Also i have a few questions about that:
What the best way to normalize this map?
Should i wrap islands on smaller parts or the current ones are okay?
Previously i forgot to make the semi-rings for belt. Now here they are:
on stock:
near foresight:
Also here is how rifle looks with open chamber (this area causes a lot of trouble during UV mapping):
And as i already mentioned, i worked with UV mapping and here is my first result:
It is not even close to final, there is a lot of work to normalize this map. Also i have a few questions about that:
What the best way to normalize this map?
Should i wrap islands on smaller parts or the current ones are okay?
- Mr.VdHeide
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Re: [WIP] [weapon] Type 89
There are manny good tutorials on uv mapping on YT, I used them to learn uv mapping.
D.J.
D.J.