[Weapon] APS/Stechkin [WIP]

Making or wanting help making your own asset? Check in here
Post Reply
samogon100500
Posts: 1134
Joined: 2009-10-22 12:58

Re: [Weapon] APS/Stechkin [WIP]

Post by samogon100500 »

Not all but,like this?
Image
Image
Nosferatu
Retired PR Developer
Posts: 4998
Joined: 2008-06-12 10:44

Re: [Weapon] APS/Stechkin [WIP]

Post by Nosferatu »

As many times before before, I have questions to this part:

Image

In other aspects it looks correct
"In addition to his other Asiatic characteristics, the Russian have no regard for human life and is an all out son of *****, barbarian, and chronic drunk" - General Patton : A Soldier's Life

If violence isn't the answer, then you obviously need more violence.
samogon100500
Posts: 1134
Joined: 2009-10-22 12:58

Re: [Weapon] APS/Stechkin [WIP]

Post by samogon100500 »

'[R-DEV wrote:Nosferatu;1490138']As many times before before, I have questions to this part:

Image

In other aspects it looks correct
Rly? :razz:
When you coming i have too many I must edit geometry :evil:
Anyway - good texture was maked,and failed UVs is not so many problem.Something else with geometry?
Image
Image
Nosferatu
Retired PR Developer
Posts: 4998
Joined: 2008-06-12 10:44

Re: [Weapon] APS/Stechkin [WIP]

Post by Nosferatu »

Geometry is OK from POV
"In addition to his other Asiatic characteristics, the Russian have no regard for human life and is an all out son of *****, barbarian, and chronic drunk" - General Patton : A Soldier's Life

If violence isn't the answer, then you obviously need more violence.
samogon100500
Posts: 1134
Joined: 2009-10-22 12:58

Re: [Weapon] APS/Stechkin [WIP]

Post by samogon100500 »

[R-DEV]Nosferatu wrote:Geometry is OK from POV
I hope it's true :razz:
Image
Adriaan
Retired PR Developer
Posts: 5150
Joined: 2008-10-22 21:47

Re: [Weapon] APS/Stechkin [WIP]

Post by Adriaan »

Hey samogon, here's some feedback on your geometry/model itself.

First off, a couple of points I noticed in your last image were:

Image

1 - looks like some smoothing errors here. Should be able to fix that by messing with the verts a bit.
2 - this part looks a bit too pointy, the vertice there could be moved up somewhat/adjacent vertices moved down.
3 - now I know that this part isn't completely smooth irl, but the corners there do look a bit too sharp imo. A single chamfer on both of them should make it look alot nicer already. :)
4 - looks like some smoothing groups missing here.

Then there's the front of the slide. Looking at this image:
Image

you can see that area having an overal rounded/chamfered corner. However in your model it's like the red, while the green is like it is on the ref:
Image

Also, looking at the trigger guard area the rounding could be alot better (ignore the orange parts, mistake on my part):
Image

Compare it to this image f.e.:
Image

The edges of the trigger guard/raised area above it are very rounded and circular, while in your model there are alot of jagged edges. The circled areas on the first image are the edges that give it the jagged shape. You should be able to move these/add a couple more edges to improve the round/circular shape of this area. The leftmost circle seems to have an extra bump which should be removed.

Going to the front again, you can see the raised circular area around the barrel on the tip of the slide:
Image

However, on your model this area is rendered as a full raise of the tip of the slide:
Image

There are some overal shape/scale issues I noticed as well:
Image

Compared to this ref:
Image

1 - this line appears to be straight on the ref, whereas it's slanted on your model.
2 - shape of the back ironsights aren't correct
3 - an extra bump on the back of the slide and the shape of the hammer is different.

There is quite a bit of difference in size of the corresponding arrows as well, going by eye.

Lastly there's the grip. If you look at these images, you'll see that in the ref the grip is not just a box but a rounded shape, which makes sense if you think about it. After all round things fit in ones hand better than edgy shapes like boxes that have sharp corners sticking out. :p
Image

Image

Also the corners of the metal bits are a bit too sharp imo. If you look at the gun you'll see it often has very smooth/rounded or not very sharp edges on the metal components. An increase in distance between the base edges and upper edges of the raised parts and/or a single chamfer along some of these corners might help. I don't think it will increase tri-count too much, and even if so, it's still the 1p model.

I hope these ramblings of me will help you improve your model. ;)
Good luck!

Here's the vid I took a couple of screens from for reference: http://www.youtube.com/watch?v=nOvtBklLkrU
Last edited by Adriaan on 2010-11-16 14:23, edited 2 times in total.
samogon100500
Posts: 1134
Joined: 2009-10-22 12:58

Re: [Weapon] APS/Stechkin [WIP]

Post by samogon100500 »

Thanks Adriaan.
But some of your are wrong.Make smooth corner on a slide is impossile,and not needed,on some photos it's just invisible.

Cannot watch this closer - UV crapped =(
Image
Image
Last edited by samogon100500 on 2010-11-16 14:41, edited 1 time in total.
Image
sweedensniiperr
Posts: 2784
Joined: 2009-09-18 10:27

Re: [Weapon] APS/Stechkin [WIP]

Post by sweedensniiperr »

that is darn awesome!
Image
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: [Weapon] APS/Stechkin [WIP]

Post by Rhino »

samogon100500 wrote:Make smooth corner on a slide is impossile,and not needed,on some photos it's just invisible.
It isn't impossible, very easy to do, just chamfer a vert on a sharp corner, then chamfer the new verts it makes to make it smoother again... and it isn't pointless, its a critical feature you shouldn't ignore.
Image
Nosferatu
Retired PR Developer
Posts: 4998
Joined: 2008-06-12 10:44

Re: [Weapon] APS/Stechkin [WIP]

Post by Nosferatu »

Adriaan points at the same areas I did, good to see thorough analysis) However, we got a question here: could all this smoothings be done without unnecessary waste on ploygons? If so, I'm sure that comrade samogon100500 would like to learn how it could be done.

One question @Adriaan:

http://content.foto.mail.ru/mail/photoshooter/178/s-230.jpg
http://content.foto.mail.ru/mail/photoshooter/178/s-3256.jpg

Basing on this refs I'd say that this kind of smoothing

Image

won't require geometry change (basically because that area is not too smooth), it could be done with textures. What do you think?
"In addition to his other Asiatic characteristics, the Russian have no regard for human life and is an all out son of *****, barbarian, and chronic drunk" - General Patton : A Soldier's Life

If violence isn't the answer, then you obviously need more violence.
Adriaan
Retired PR Developer
Posts: 5150
Joined: 2008-10-22 21:47

Re: [Weapon] APS/Stechkin [WIP]

Post by Adriaan »

'[R-DEV wrote:Nosferatu;1490762']
One question @Adriaan:

http://content.foto.mail.ru/mail/photoshooter/178/s-230.jpg
http://content.foto.mail.ru/mail/photoshooter/178/s-3256.jpg

Basing on this refs I'd say that this kind of smoothing

Image
You're right, doesn't seem like I thought it was. I guess that's what I get for using blurry yt vid for ref (due to lack of better) :wink:
samogon100500
Posts: 1134
Joined: 2009-10-22 12:58

Re: [Weapon] APS/Stechkin [WIP]

Post by samogon100500 »

Image
Image
Image
Image


Anything else here?
Image
motherdear
Retired PR Developer
Posts: 2637
Joined: 2007-03-20 14:09

Re: [Weapon] APS/Stechkin [WIP]

Post by motherdear »

looks very good now. what about specular ? about the only thing left for inclusion except for export readying
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".
Tim270
PR:BF2 Developer
Posts: 5166
Joined: 2009-02-28 20:05

Re: [Weapon] APS/Stechkin [WIP]

Post by Tim270 »

Just one quick comment about the back. I think it could use a few more very subtle highlights/scratches like you have done on the rest of the weapon. The back looks a little untouched compared to the sides.

The part you have in green if you repeat that kinda of edge highlight around the base of the hammer.

Image


http://www.ljplus.ru/img4/v/l/vladislav ... deN--2.jpg - ref, at the base of the hammer the finish is worn down quite a bit.

But yeah, your textures look much better than the ones you started with.
Image
samogon100500
Posts: 1134
Joined: 2009-10-22 12:58

Re: [Weapon] APS/Stechkin [WIP]

Post by samogon100500 »

Tim270 wrote:Just one quick comment about the back. I think it could use a few more very subtle highlights/scratches like you have done on the rest of the weapon. The back looks a little untouched compared to the sides.

The part you have in green if you repeat that kinda of edge highlight around the base of the hammer.

Image


http://www.ljplus.ru/img4/v/l/vladislav ... deN--2.jpg - ref, at the base of the hammer the finish is worn down quite a bit.

But yeah, your textures look much better than the ones you started with.

Yeah,am work with RED targets.About Green part - thanks,it's geometry error.It was visible after texturing.It's visible on some angles,but it's much better.
[R-DEV]motherdear wrote:looks very good now. what about specular ? about the only thing left for inclusion except for export readying
LOLWAT!!!11 *Angry going to read manual* :razz:
If seriosly,do you have any manuals? :? ??:
And looks like i'm must make normal map first time.
Last edited by samogon100500 on 2010-11-19 19:34, edited 2 times in total.
Image
samogon100500
Posts: 1134
Joined: 2009-10-22 12:58

Re: [Weapon] APS/Stechkin [WIP]

Post by samogon100500 »

Image
Image

Scratches done.

_________________
Image
Image
Image
Image
Image

Nosferatu check plz
Last edited by samogon100500 on 2010-11-21 10:12, edited 2 times in total.
Image
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: [Weapon] APS/Stechkin [WIP]

Post by Rhino »

Image
Nosferatu
Retired PR Developer
Posts: 4998
Joined: 2008-06-12 10:44

Re: [Weapon] APS/Stechkin [WIP]

Post by Nosferatu »

Of course we still have problem right here

http://img690.imageshack.us/img690/3561/gw97zobu.png

http://img89.imageshack.us/img89/9458/jwlmoz7q.png

But I see that samogon did what he could do, if that is serious thing then it should be fixed, if no - I don't have problem with that

@samogon: I'd like to see detailed render where I can clearly see this area

http://img823.imageshack.us/img823/274/tj6uezcp.png
"In addition to his other Asiatic characteristics, the Russian have no regard for human life and is an all out son of *****, barbarian, and chronic drunk" - General Patton : A Soldier's Life

If violence isn't the answer, then you obviously need more violence.
samogon100500
Posts: 1134
Joined: 2009-10-22 12:58

Re: [Weapon] APS/Stechkin [WIP]

Post by samogon100500 »

[R-DEV]Nosferatu;1494065 wrote:Of course we still have problem right here

http://img690.imageshack.us/img690/3561/gw97zobu.png

http://img89.imageshack.us/img89/9458/jwlmoz7q.png

But I see that samogon did what he could do, if that is serious thing then it should be fixed, if no - I don't have problem with that

@samogon: I'd like to see detailed render where I can clearly see this area

Image
Image
Image
Image
Nosferatu
Retired PR Developer
Posts: 4998
Joined: 2008-06-12 10:44

Re: [Weapon] APS/Stechkin [WIP]

Post by Nosferatu »

http://img823.imageshack.us/img823/274/tj6uezcp.png

Comparison gives us this:

Image

If other gentlemen don't have anything to say, I guess that'll be it.
"In addition to his other Asiatic characteristics, the Russian have no regard for human life and is an all out son of *****, barbarian, and chronic drunk" - General Patton : A Soldier's Life

If violence isn't the answer, then you obviously need more violence.
Post Reply

Return to “PR:BF2 Community Modding”