[WEAPON] M60 7.62x51mm GPMG

Discussion pertaining to the PR Brazilian & FARC Forces faction
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Z-trooper
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Re: [WEAPON] M60 7.62x51mm GPMG

Post by Z-trooper »

Nice going Salmonella. Seems like you are doing everything by the book. I was happy when I saw the checkered unwrap and saw that you really considered proximity to the player and where detail was needed (like the brackets with holes on the bipod.

Keep at it mate you are doing great.
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"Without geometry, life is pointless"
Salmonella
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Re: [WEAPON] M60 7.62x51mm GPMG

Post by Salmonella »

H.sta wrote:Holy... you work fast
if you have time anytime soon me and the Norwegian Forces could really use some help
like I said, the modeling wasn't hard, I found great amount and quality references, but now the workflow tends to slow down, I not used to texture things, I must learn some techniques, and practice a little to start in this model.

About helping other factions, we still have a lot of work and scarce manpower so I'll keep my focus on our faction for now...
[R-DEV]motherdear wrote:looks good :D what is the plan with the handle ?..)
Oh no, it was made when I was trying to tile things to save texture space, but I forgot to change, thanks for reminding me.
[R-DEV]Z-trooper wrote:Nice going Salmonella. Seems like you are doing everything by the book. I was happy when I saw the checkered unwrap and saw that you really considered proximity to the player and where detail was needed (like the brackets with holes on the bipod.
Keep at it mate you are doing great.
thanks for feedback, but another questions, now about the holes;

The way bundledmesh and staticmesh(tress mainly) deals with transparency are different right?
Leaves works as 2 sided faces (no back face culling), but in bundledmesh when I turn on the transparency, the back faces are no more and the gloss effect seems to be gone too.
Theres any way of keeping the gloss, transparency and 2 sided faces?
Z-trooper
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Re: [WEAPON] M60 7.62x51mm GPMG

Post by Z-trooper »

bundlemeshes use backface culling. What I would do is copy the faces that need transparency and flip the copied faces.

I can't remember the exact shader method of having both specular and transparency maps utilized but here is a topic that you can read through that discusses it.

Alpha Channel In Bump Map? - Official BF Editor Forums

The point is that you need to assign a shader method that allows you to utilize the alpha of the diffuse texture as a transparency map and the alpha of the normal map as the specular (or is it the other way around, hehe).

Take a look through the topic and see if you can figure it out, if not I'll give it a re-read.
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Salmonella
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Re: [WEAPON] M60 7.62x51mm GPMG

Post by Salmonella »

[R-DEV]Z-trooper wrote:I can't remember the exact shader method of having both specular and transparency maps utilized but here is a topic that you can read through that discusses it.
forget it, I just figure out what I was doing wrong, for some reason I was saving the normals in dtx1 (no alpha).

now I need some help of any military advisor

in 90% of pics I found, handheld M60 uses free ammo belt, and theres no realistc ammo belt in BF, so I guess is better use ammo boxes, but the few pics using ammoboxes are from airsoft models like this, or only in vehicles.
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can I use it as a reference? is it too unreal to be used?
Z-trooper
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Re: [WEAPON] M60 7.62x51mm GPMG

Post by Z-trooper »

In any case you need a ammo box. I think we need Eddie's input here. Probably won't be any standard solution so unless you hear anything else I'd say go for something similar to your reference.

Also make, when you make the chain of ammo, just texture the link onto the bullet casing and have a 2 sided plane attached to each bullet that will have the texture of some linkage stuff in between. The rest will be done in animation.
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Salmonella
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Re: [WEAPON] M60 7.62x51mm GPMG

Post by Salmonella »

I don't get it, you mean modeling one bullet with the link, apart from the belt?

other question, what should I keep in separate geometries? I guess:

- belt for firing animation
- box and top cover right for reloading animation
- bipod and sight for deploying animation
- empty shell for ejection?
Z-trooper
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Re: [WEAPON] M60 7.62x51mm GPMG

Post by Z-trooper »

Carrying handle and trigger. Maybe even the back iron sights too. I don't know how much detail Chuc wants to go into.

Nevermind what I said about the belt links.

Keep at it.
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Chuc
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Re: [WEAPON] M60 7.62x51mm GPMG

Post by Chuc »

I wouldn't worry about separating parts since I can do that when it comes to final export.
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Salmonella
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Re: [WEAPON] M60 7.62x51mm GPMG

Post by Salmonella »

[R-DEV]Chuc wrote:I wouldn't worry about separating parts since I can do that when it comes to final export.
alright then, I use Maya instead 3ds, is there a problem? The Compatibility between them inst good.
I can export perfectly to the game, the only thing, I'm not experienced with animations and weapon hierarchy, nothing that a short tutorial can't solve...

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I'm waiting an answer about the ammo box...
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Update, I did the final touch on the Uvs and baked Ambient Occlusion and Specular.

Shots from the editor whit AO+NORMAL+SPEC, now should I move to the textures.
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motherdear
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Re: [WEAPON] M60 7.62x51mm GPMG

Post by motherdear »

it actually looks really good. but for the love of god, what is happening inside the ammo area. it looks like those planes have not been uvmapped properly and therefore they got very weird AO artifacts, could also be a combination of that and bad smoothing. it is also happening on the trigger
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Salmonella
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Re: [WEAPON] M60 7.62x51mm GPMG

Post by Salmonella »

I don't know exactly why, but all concaves parts is showing these artifacts, the UVs and smoothings seems fine. I'll edit manually this areas to remove it
Black/Brunez
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Re: [WEAPON] M60 7.62x51mm GPMG

Post by Black/Brunez »

Well, for me this model is awesome! Looks a lot like the real life one!
ma21212
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Re: [WEAPON] M60 7.62x51mm GPMG

Post by ma21212 »

hey why dont you guys just use the EOD mod sound? (skip to 4:00)
Eve Of Destruction 2
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Z-trooper
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Re: [WEAPON] M60 7.62x51mm GPMG

Post by Z-trooper »

looking damn hot there. Keep up the good work!
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Rhino
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Re: [WEAPON] M60 7.62x51mm GPMG

Post by Rhino »

very nice work. Did you bake the normals off a high poly model? I just dont see any pics of the high poly is all but they are looking really sweet w/e the case :)
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Z-trooper
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Re: [WEAPON] M60 7.62x51mm GPMG

Post by Z-trooper »

With the sort of normal mapped details shown I assume he made them from height maps that he painted by hand. Pretty damn effective way for this sort of detail in any case.
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Salmonella
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Re: [WEAPON] M60 7.62x51mm GPMG

Post by Salmonella »

Black/Brunez wrote:Well, for me this model is awesome! Looks a lot like the real life one!
thanks, but not that much... yet :lol
[R-DEV]Rhino wrote:very nice work. Did you bake the normals off a high poly model? I just dont see any pics of the high poly is all but they are looking really sweet w/e the case :)
No, hand made, I really would like to make it via high polymodel, but I don't have enough skill for it, and my PC is not what you can call TOP, so this bakes takes ages to finish.
The AO, in medium/low setting took 3-4 minutes...

just another question, I'm starting the textures, browsing the game files I found 2 thing from the Negev MG that I can use, like the bullet and the fabric from the ammo box, am I allowed to use it?
Last edited by Salmonella on 2010-02-17 18:40, edited 2 times in total.
Hauteclocque
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Re: [WEAPON] M60 7.62x51mm GPMG

Post by Hauteclocque »

Chuc did the textures if I remember well ;)
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Z-trooper
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Re: [WEAPON] M60 7.62x51mm GPMG

Post by Z-trooper »

Me and Chuc did it yea, but I think he ended up using his own fabric texture. Chuc can probably send you his PSD's when he gets back home, that way you don't have to fight the AO.
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Salmonella
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Re: [WEAPON] M60 7.62x51mm GPMG

Post by Salmonella »

[R-DEV]Z-trooper wrote:Me and Chuc did it yea, but I think he ended up using his own fabric texture. Chuc can probably send you his PSD's when he gets back home, that way you don't have to fight the AO.
fine, I sent him a PM...

update:
First basic color applied.
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Must add some color variation, scratches, some screws and stuff...
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