[Weapon] QSZ-92-5.8 [WIP]

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Adriaan
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Re: [Weapon] QSZ-92-5.8 [WIP]

Post by Adriaan »

Alright, I'm done with the first person model now. :)
Motherdear went over the model today and pointed out some errors and helped fix some stuff (thanks ;-) ), after which I fixed said errors, did some last optimizations and finished it. Tri count stands at 5350.
Here's a load of pics:

(Although the guidelines sticky states that wireframe screens are preferred, edged faces are better here since there are mostly too many edges to get a clear view of the model in that mode)

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Edged faces:

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Smooth + Highlight; random angles:

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Here's a little something I devised while making the QSZ-92:

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:-P
Last edited by Adriaan on 2010-07-18 21:04, edited 1 time in total.
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motherdear
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Re: [Weapon] QSZ-92-5.8 [WIP]

Post by motherdear »

those images are bloody awesome, i really like the one with the pulled back slide and the mag half out
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[R-DEV]OkitaMakoto: "Talking squad level tactics in bed is actually a little known aphrodisiac"
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Rhino
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Re: [Weapon] QSZ-92-5.8 [WIP]

Post by Rhino »

Looks really good, can't see anything really wrong with it tbh :)
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motherdear
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Re: [Weapon] QSZ-92-5.8 [WIP]

Post by motherdear »

decided to model the bullets in the mag, only 3-4 faces on each side of the mag and then a plane as back cover, so that it looks like the mag is full with solid bullets, at least in first person.
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[R-DEV]OkitaMakoto: "Talking squad level tactics in bed is actually a little known aphrodisiac"
[R-CON]Pantera : "maybe you might learn that we are not super intelligent beings chained in UKF's basement being forced to work on this".
CCCode
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Re: [Weapon] QSZ-92-5.8 [WIP]

Post by CCCode »

Not much to say. Awesome work! :D
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Adriaan
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Re: [Weapon] QSZ-92-5.8 [WIP]

Post by Adriaan »

[R-DEV]motherdear wrote:decided to model the bullets in the mag, only 3-4 faces on each side of the mag and then a plane as back cover, so that it looks like the mag is full with solid bullets, at least in first person.
Yep, each 'bullet' (apart from the four top ones) consists of 3 faces (6 tris). There are 16 of them, so that's only 96 tris. :-)
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Rhino
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Re: [Weapon] QSZ-92-5.8 [WIP]

Post by Rhino »

Ye sounds good, thou for 3p I would have a 2D texture :)
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motherdear
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Re: [Weapon] QSZ-92-5.8 [WIP]

Post by motherdear »

yeah what we were thinking too, wouldn't be seen from 3p, for the 1p it definitly would though.

and luckily it is easy to optimize too
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[R-DEV]OkitaMakoto: "Talking squad level tactics in bed is actually a little known aphrodisiac"
[R-CON]Pantera : "maybe you might learn that we are not super intelligent beings chained in UKF's basement being forced to work on this".
Chuc
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Re: [Weapon] QSZ-92-5.8 [WIP]

Post by Chuc »

Thumbs up from here :D
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Rhino
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Re: [Weapon] QSZ-92-5.8 [WIP]

Post by Rhino »

If I was making this I would be tempted on making two separate models for both 1p and 3p with two separate texture sheets, with the 3p model's textures pretty much just baked off the 1p model.
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motherdear
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Re: [Weapon] QSZ-92-5.8 [WIP]

Post by motherdear »

hmm interesting approach, could be done. not sure if it is worth redoing the whole model, but severe optimization etc, and then a normal bake off of the weapon might be doable, at least for the grip which is pretty stable and smooth. Depending on texture distortion etc. it might indeed be a good idea to fix up the uvw and then bake the texture down, didn't think of that but good idea.
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[R-DEV]OkitaMakoto: "Talking squad level tactics in bed is actually a little known aphrodisiac"
[R-CON]Pantera : "maybe you might learn that we are not super intelligent beings chained in UKF's basement being forced to work on this".
Rhino
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Re: [Weapon] QSZ-92-5.8 [WIP]

Post by Rhino »

Well you wouldn't necessary make an entirely new model nor would you necessary need to make totally new UV maps etc but if the majority of the 3p model was going to be baked off the 1p model then you would want them as separate textures, where the 3p texture is also a smaller rez (thou you can do that on export). Only if things like just the mag where baked and the rest would use the same textures then it would be fine but most of the rest of the model would be wanting to use the old UVs and old textures etc but its probably not worth going down that rout tbh.

Also would help with performance a little for most people if it had separate 1p and 3p textures since the 1p texture would only ever be loaded if you had a kit with that weapon and you selected that weapon which for a pistol is pretty unlikley since its only in a few kits, officer, sniper etc and also only on one team (although that dosen't stop the enemy picking up the kit) but for the most point most players ingame wont ever see that pistol in a round and loading a low rez 3p texture is better.

Also every vBF2 weapon had separate 1p and 3p models/textures, although it didn't make as much seance for vBF2 epically when it came down to the unlocks etc but still helped with them since they had so many different types of weapons out there (unlike us where we have like 20 versions of the same rifle, at the end of the day its still really 1 type of weapon :p ).

So ye I would be really tempted to just optimize the current model a huge amount, maybe even remodel some of it and then bake off off the texture and maybe also some normals + AO too from the 1p model and have it on a separate, smaller, 3p texture :D
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Adriaan
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Re: [Weapon] QSZ-92-5.8 [WIP]

Post by Adriaan »

I'm currently (trying to) UVW unwrap it, which proves to be a tedious and ever so boring task, hehe.
That said, I've got motherdear helping me out, so I'm sure that it'll turn out fine in the end. ;)
'Rhino' wrote:*high tech mumbo jumbo*
Rhino, you make my brain confused with all that, but I will look into it when the UVing is finished... :p
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Rhino
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Re: [Weapon] QSZ-92-5.8 [WIP]

Post by Rhino »

Adriaan wrote:Rhino, you make my brain confused with all that, but I will look into it when the UVing is finished... :p
oh ye dont worry about it for now the important thing right now is getting this UVed and textured. Once that is all done only then can you think about this 3p model, although you could get the model itself started and finished including UVs but you can only complete the 3p model once the 1p model is textured.
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Adriaan
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Re: [Weapon] QSZ-92-5.8 [WIP]

Post by Adriaan »

Hey, just letting you know that I'm still working on this. ;)
Bback to UVing now that I'm back from vacation! It's not going fast, but as I do more it is going quicker. I'd say it's about 40% now.
Adriaan
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Re: [Weapon] QSZ-92-5.8 [WIP]

Post by Adriaan »

Getting there... :)

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Rhino
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Re: [Weapon] QSZ-92-5.8 [WIP]

Post by Rhino »

Looking good so far, a few bits like the very bottom of the pistol grip etc still need some work but take your aware of all that :)
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Adriaan
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Re: [Weapon] QSZ-92-5.8 [WIP]

Post by Adriaan »

UV mapping is done, just gotta pack it now. :D

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Tim270
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Re: [Weapon] QSZ-92-5.8 [WIP]

Post by Tim270 »

Looking good :)
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Rhino
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Re: [Weapon] QSZ-92-5.8 [WIP]

Post by Rhino »

Yep looks good, nice work.

Look forward to seeing the packed UV :D
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