[Weapon] L85A2

Making or wanting help making your own asset? Check in here
AquaticPenguin
Posts: 846
Joined: 2008-08-27 19:29

[Weapon] L85A2

Post by AquaticPenguin »

UPDATE: currently texturing, but I have exams the next couple of weeks - will try to work on it but may not make much progress.

A model I've been working on, I posted a couple of shots in the show your models thread, but thought I'd post it here for more criticism. I've also done some higher poly bits to bake down. Triangle count is about 6800 atm.

Image

Update: added dust, some dirt, more markings and bumps on the stock+handgrip - Not in the light so you can't see the specular very well, and there's ambient light to brighten it up a tad.
Image

Wires:
http://i44.tinypic.com/1z6rwqa.jpg
Last edited by AquaticPenguin on 2010-05-31 21:35, edited 8 times in total.
Foxxy
Posts: 349
Joined: 2010-04-27 00:47

Re: [Weapon] L85A2

Post by Foxxy »

magazine looks like it could need some work, overall it looks sexy

11/10
Image

[TMP] FoxxyFrost
|TG-Irr| FoxxyFrost
|UO|FoxxyFrost
sharpie
Posts: 1434
Joined: 2009-11-08 03:41

Re: [Weapon] L85A2

Post by sharpie »

*gawks*
"Tom I think you have influenced the combat effectiveness of this team! Everyone has gone full potato."~Foxxyfrost

[DM]P*Funk: its like a funk guitar seminar up in that *****

K_Rivers-"...everything is broken in your country,"

RinWarZip: Your butthurt is like cold september morning by the seashore for me. Refreshing. Pepper mint.

Excavus
Posts: 539
Joined: 2009-04-10 19:21

Re: [Weapon] L85A2

Post by Excavus »

Beautifully done. Like Foxxy said, magazine needs work, but the rails look awesome! What kind of scope is that? It doesn't look like a SUSAT or ACOG.
Wilkinson
Posts: 1916
Joined: 2008-08-18 21:55

Re: [Weapon] L85A2

Post by Wilkinson »

I really like it.

I'd try working on the mag and grip by making some high Poly versions and then getting a good bake out of it. Unless you want to do it with a heightmap.
Image
Image
AquaticPenguin
Posts: 846
Joined: 2008-08-27 19:29

Re: [Weapon] L85A2

Post by AquaticPenguin »

Here's the Highpoly I was working on, which smooths out some of the joins and is a much nicer grip - I may well resort to painting heightmaps in places as I have a feeling it won't bake down that well for some parts. The magasine is **** because I was just using it as a place-holder to size things out until I make a decent one xD

Oh and the scope is the Elcan SpecterOS4X - It's either that or the SpecterDR which is going to be replacing the SUSATs and the ACOGs

Image

Right, I better get some sleep - It's early morning for school tomorow xD
Chuc
Retired PR Developer
Posts: 7016
Joined: 2007-02-11 03:14

Re: [Weapon] L85A2

Post by Chuc »

A small request, will you be able to model the bipod legs on that gripod?
Image
Personal Folio - http://www.studioash.net
AquaticPenguin
Posts: 846
Joined: 2008-08-27 19:29

Re: [Weapon] L85A2

Post by AquaticPenguin »

Image

Added legs to the gripod, I've also unwrapped the majority of the pieces, though I haven't organised them on the UV map or cleaned them up yet, and even better the polycount is down to 6.6k
Gaz
Posts: 9032
Joined: 2004-09-23 10:19

Re: [Weapon] L85A2

Post by Gaz »

You're missing the gas block and all the gas parts. Here's some refs of the RIS grip.

https://www.realitymod.com/ref/l85a2_ris_grip_refs.rar
Image
"By profession I am a soldier, and take pride in that fact. But I am prouder, infinitely prouder, to be a father". - Gen Douglas MacAurthur.
-Proud wearer of motorcycle helmets since 1998.
Salmonella
Posts: 341
Joined: 2009-07-17 01:30

Re: [Weapon] L85A2

Post by Salmonella »

very good, although I like to point something out

I know that sounds annoying, it isn't about the model, which is in fact really detailed and accurate, only about the opmization.

Image
In red, those holes on the handgrip can be perfectly made within the alpha channel on the diffuse texture like I made here
Image
in yellow, even if you wanna keep it as geometry since it is closer to players view you can optimized by merging(or welding, in 3ds) all the vertex to the corners, not to the mid point or arbitrary points like you made.
Image
in green, it doesn’t seems a big deal, but each piece highlighted is wasting 6 tris, due the bad triangulation, try to delete those edges and apply a automatic triangulation.
Image
blue arrows, shows some edges that are completely useless, subdivisions are only welcome when make things rounder or add detail, in these cases you’re using subdivisions on a strait line, which doesn’t help at all.
At last, as Rhinos kindly posted here
https://www.realitymod.com/forum/f189-m ... nders.html
you can make the scope look much better by increasing tris only on the last subdivision closer to the player view.

These little things can save you a lot of tris, I would say 10-20%, not to mention some probably hidden faces, with little or no quality loss.
Maybe seems bullshit saying that 1000tris will boost performance, but if everyone think that way it will.

Image
Image
AquaticPenguin
Posts: 846
Joined: 2008-08-27 19:29

Re: [Weapon] L85A2

Post by AquaticPenguin »

Thanks salmonella, I was staving off the reckless optimisations as I expected incredibly long thin triangles would cause smoothing or texturing artifacts, but now I can hack away!. At the moment I'm doing some more careful unwrapping, but it shouldn't be too affected by vertex welding - Also I've added the gas block, it's something I missed originally because I couldn't work out the shape from the reference pictures I had - The references you posted were excellent Gaz ^_^.

Also, is there any benefit to having things unimeshed - I know it stops Z-fighting on very shallow angles, but there's many points unimeshing would save me a few polies

Edit: updating post so I'm not spamming my own thread - added gasblock, more edges around the eye, Got rid of unnecessary vertices -> new wireframe
http://i39.tinypic.com/2iu23xl.jpg
Last edited by AquaticPenguin on 2010-05-11 11:00, edited 1 time in total.
dtacs
Posts: 5512
Joined: 2008-12-07 23:30

Re: [Weapon] L85A2

Post by dtacs »

To the untrained (un-3DSMax'd) eye this is excellent stuff. I personally will not notice those changes, but overall this is an awesome model. Look forward to seeing it in game, should it be added.
Chuc
Retired PR Developer
Posts: 7016
Joined: 2007-02-11 03:14

Re: [Weapon] L85A2

Post by Chuc »

We're watching.. focus on the front RIS section and the Grip Pod and we might use it.
Last edited by Rhino on 2010-05-11 16:13, edited 2 times in total.
Image
Personal Folio - http://www.studioash.net
iwillkillyouhun
Posts: 337
Joined: 2009-10-15 15:52

Re: [Weapon] L85A2

Post by iwillkillyouhun »

beatufil modell :O OO
As my name shows....... I will kill y'all if you are screwing with me 8-) 8-) 8-)

Image

PLAYING SINCE Project Reality v0.5 :P
Salmonella
Posts: 341
Joined: 2009-07-17 01:30

Re: [Weapon] L85A2

Post by Salmonella »

AquaticPenguin wrote:Thanks salmonella, I was staving off the reckless optimisations as I expected incredibly long thin triangles would cause smoothing or texturing artifacts, but now I can hack away!. At the moment I'm doing some more careful unwrapping, but it shouldn't be too affected by vertex welding - Also I've added the gas block, it's something I missed originally because I couldn't work out the shape from the reference pictures I had - The references you posted were excellent Gaz ^_^.

Also, is there any benefit to having things unimeshed - I know it stops Z-fighting on very shallow angles, but there's many points unimeshing would save me a few polies

Edit: updating post so I'm not spamming my own thread - added gasblock, more edges around the eye, Got rid of unnecessary vertices -> new wireframe
http://i39.tinypic.com/2iu23xl.jpg
as long as you keep these "incredibly long thin triangles" into the same shell(or island in 3ds) and with all edges sewed(or welded in 3ds), you will have no issue.

again, is not the kind of thing "non-modders" will notice, but is always good to keep that in mind.

Can someone post some refs of this bipod? and of the weapon itself, all images result leads to another models without bipods.

Image
Image
AquaticPenguin
Posts: 846
Joined: 2008-08-27 19:29

Re: [Weapon] L85A2

Post by AquaticPenguin »

[R-CON]Salmonella wrote:as long as you keep these "incredibly long thin triangles" into the same shell(or island in 3ds) and with all edges sewed(or welded in 3ds), you will have no issue.

again, is not the kind of thing "non-modders" will notice, but is always good to keep that in mind.

Can someone post some refs of this bipod? and of the weapon itself, all images result leads to another models without bipods.
Finding references was quite hard,
The RIS and the rifle video - YouTube - Daniel Defense L85 - I
Image
Foregrip with the bipod undeployed - I've only managed to find a couple of shots with the bipod out, that pack gaz posted a page back has some good shots of it.

The elcan os4x scope on an l85 - ELCAN Sighting Systems


Image Current state of the grip pod

All of the parts are unwrapped in quite a lot of detail now, though they're not arranged on the Map which is the next step.
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: [Weapon] L85A2

Post by Rudd »

is it worth while having the grooves on the underside of the bipod? no1 will see that tbh, could be done with texture?
Image
AquaticPenguin
Posts: 846
Joined: 2008-08-27 19:29

Re: [Weapon] L85A2

Post by AquaticPenguin »

[R-CON]Rudd wrote:is it worth while having the grooves on the underside of the bipod? no1 will see that tbh, could be done with texture?
It gets seen a little, you can see it from the side, and when it's tucked back in the gripod - I'm not sure what polycount i'm aiming for, but I can remove it later with very little effect on the texture, same applies for the holes in the RIS - I like them as they add volume to the model but they can be substituted for an alpha map if needed or for LODs.
Z-trooper
Retired PR Developer
Posts: 4166
Joined: 2007-05-08 14:18

Re: [Weapon] L85A2

Post by Z-trooper »

if you just keep it there for now and bake an AO map for it, then if you chose to remove it later, the grooves will still appear to be there on the diffuse. Granted that the right technique for doing this is used of course.
Image
"Without geometry, life is pointless"
RedAlertSF
Posts: 877
Joined: 2008-10-07 14:21

Re: [Weapon] L85A2

Post by RedAlertSF »

Wow, it looks really nice! I hope we'll see it in-game some day!
Post Reply

Return to “PR:BF2 Community Modding”