[Weapon] APS/Stechkin [WIP]

Making or wanting help making your own asset? Check in here
Post Reply
Chuc
Retired PR Developer
Posts: 7016
Joined: 2007-02-11 03:14

Re: [Model] APS/Stechkin [WIP]

Post by Chuc »

Yeah.. I think you can work a lot more on the magazine. By comparison, have a look at the amount of detail in Adriaan's QSZ92 pistol.

Image

Image

On that note your original Makarov magazine will benefit from more detail.
Last edited by Chuc on 2010-08-31 07:10, edited 2 times in total.
Image
Personal Folio - http://www.studioash.net
samogon100500
Posts: 1134
Joined: 2009-10-22 12:58

Re: [Model] APS/Stechkin [WIP]

Post by samogon100500 »

[R-DEV]motherdear wrote:well that is a model that is made years and years ago, not even sure it was done by the PR team. but it doesn't change the fact that we shouldn't include new sub quality weapons.
Am make more smooth on slide and barrel(Chamfered edges)!How I have 3804 tris!
About pimp a mag - IMO no needet,this is not visible detail and they only for snipers - not every one see that!
But am try!
P.s Old Models School =)
Image
Image
Chuc
Retired PR Developer
Posts: 7016
Joined: 2007-02-11 03:14

Re: [Model] APS/Stechkin [WIP]

Post by Chuc »

About pimp a mag - IMO no needet,this is not visible detail and they only for snipers - not every one see that! But am try!
You'll see it when you're creating a reload animation or want to make an ammo cache with some pistol mags. Thanks for giving it a go ;)
Image
Personal Folio - http://www.studioash.net
samogon100500
Posts: 1134
Joined: 2009-10-22 12:58

Re: [Model] APS/Stechkin [WIP]

Post by samogon100500 »

[R-DEV]Chuc wrote:You'll see it when you're creating a reload animation or want to make an ammo cache with some pistol mags. Thanks for giving it a go ;)
Have plans to make this for ins?OK am make that!
Image
samogon100500
Posts: 1134
Joined: 2009-10-22 12:58

Re: [Model] APS/Stechkin [WIP]

Post by samogon100500 »

Image
Image
samogon100500
Posts: 1134
Joined: 2009-10-22 12:58

Re: [Model] APS/Stechkin [WIP]

Post by samogon100500 »

Am back with some updates!

Image
Image
Image
Image
Image
Image
Image
Image
Wakain
Posts: 1159
Joined: 2009-11-23 21:58

Re: [Model] APS/Stechkin [WIP]

Post by Wakain »

excellent, but will that switch actually be used ingame? and if so, does that mean you can switch firemodes on this outrageous thing? ;)

skin might need some more love though
samogon100500
Posts: 1134
Joined: 2009-10-22 12:58

Re: [Model] APS/Stechkin [WIP]

Post by samogon100500 »

Wakain wrote:excellent, but will that switch actually be used ingame? and if so, does that mean you can switch firemodes on this outrageous thing? ;)

skin might need some more love though
Yes switching animations has been made,i've see that on Sasha's ...(Top secret) model!
Image
Hauteclocque
Retired PR Developer
Posts: 3312
Joined: 2008-10-02 17:55

Re: [Model] APS/Stechkin [WIP]

Post by Hauteclocque »

samogon100500 wrote:Yes switching animations has been made,i've see that on Sasha's ...(Top secret) model!
And how do you know this ? (Frenchie is just curious)
Image
Souls Of Mischief
Posts: 2391
Joined: 2008-05-04 00:44

Re: [Weapon] APS/Stechkin [WIP]

Post by Souls Of Mischief »

he leaked some info to samogon I presume.
Wakain
Posts: 1159
Joined: 2009-11-23 21:58

Re: [Weapon] APS/Stechkin [WIP]

Post by Wakain »

the level of detail will boost to new heights if we can even see on our 1p and 3p weapon models which firemode was selected! :p
motherdear
Retired PR Developer
Posts: 2637
Joined: 2007-03-20 14:09

Re: [Weapon] APS/Stechkin [WIP]

Post by motherdear »

Not sure If we can animate a trigger select really. Secondly the mag might need some optimization like what was done on adriaans model. What is the tri count ? And good work
Image

[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".
SashaSK8
Retired PR Developer
Posts: 214
Joined: 2008-11-17 12:43

Re: [Model] APS/Stechkin [WIP]

Post by SashaSK8 »

samogon100500 wrote:Yes switching animations has been made,i've see that on Sasha's ...(Top secret) model!
Switching animation can be in deploy animation, but not when you swiching firing mode i think
[R-DEV]Hauteclocque wrote:And how do you know this ? (Frenchie is just curious)
i just showed him one of my models for example, but not animation
Image
Chuc
Retired PR Developer
Posts: 7016
Joined: 2007-02-11 03:14

Re: [Weapon] APS/Stechkin [WIP]

Post by Chuc »

Sasha's right, in fact the only time when the safety switch moves (if it is separated from the main model for animation) is when you deploy it.
Image
Personal Folio - http://www.studioash.net
samogon100500
Posts: 1134
Joined: 2009-10-22 12:58

Re: [Weapon] APS/Stechkin [WIP]

Post by samogon100500 »

[R-DEV]motherdear wrote:Not sure If we can animate a trigger select really. Secondly the mag might need some optimization like what was done on adriaans model. What is the tri count ? And good work
Anyway i don't want make switcher as welded detail of slide!
There is 2904 tris!
Image
motherdear
Retired PR Developer
Posts: 2637
Joined: 2007-03-20 14:09

Re: [Weapon] APS/Stechkin [WIP]

Post by motherdear »

No just keep it seperat, that's totally fine, that is how i do it myself, i am just saying that it can't be properly animated.
The detail things is more problem with the tri density. You got a lot of detail on the mag (which won't be seen very much) and then you have way less detail on the outer parts of the weapon. If you make the mag like adriaan did you can save tris there and add on the outer parts. not because you need to have the tri count lower, but because it gives better tri distribution and therefore a better quality model.
Image

[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".
samogon100500
Posts: 1134
Joined: 2009-10-22 12:58

Re: [Weapon] APS/Stechkin [WIP]

Post by samogon100500 »

[R-DEV]motherdear wrote:No just keep it seperat, that's totally fine, that is how i do it myself, i am just saying that it can't be properly animated.
The detail things is more problem with the tri density. You got a lot of detail on the mag (which won't be seen very much) and then you have way less detail on the outer parts of the weapon. If you make the mag like adriaan did you can save tris there and add on the outer parts. not because you need to have the tri count lower, but because it gives better tri distribution and therefore a better quality model.
Yes may be i can save some polys bullets,cuz they not so optimize!
Image
samogon100500
Posts: 1134
Joined: 2009-10-22 12:58

Re: [Weapon] APS/Stechkin [WIP]

Post by samogon100500 »

Ahh shit!
File has been crashed =(
I must again make UVs =( and edit some details on model!
Image
SashaSK8
Retired PR Developer
Posts: 214
Joined: 2008-11-17 12:43

Re: [Weapon] APS/Stechkin [WIP]

Post by SashaSK8 »

have you auto backup function enable?
check your Documents\3dsmax\autoback folder

anyway you should always make backups
Image
samogon100500
Posts: 1134
Joined: 2009-10-22 12:58

Re: [Weapon] APS/Stechkin [WIP]

Post by samogon100500 »

[R-DEV]SashaSK8 wrote:have you auto backup function enable?
check your Documents\3dsmax\autoback folder

anyway you should always make backups
Yeah I know,I backup this model =)
Just forget about something!
Image
Post Reply

Return to “PR:BF2 Community Modding”