[Help] M9 bazooka assistance

Making or wanting help making your own asset? Check in here
Psyko
Posts: 4466
Joined: 2008-01-03 13:34

[Help] M9 bazooka assistance

Post by Psyko »

Hey, long story short...


This is what I want

Image

this is what I got...
Image

I need a site put on the end of this object. if anyone has free time and 3DSmax skills, please PM me.
AfterDune
Retired PR Developer
Posts: 17094
Joined: 2007-02-08 07:19

Re: M9 bazooka assistance

Post by AfterDune »

Anyone?
Image
Zemciugas
Posts: 2116
Joined: 2010-04-05 15:13

Re: M9 bazooka assistance

Post by Zemciugas »

I could model the missing sight from ref shots, but I dunno what are the limits/ requirements on Bf2 models.
Last edited by Zemciugas on 2011-07-26 11:51, edited 1 time in total.
Image
Image
Redamare
Posts: 1897
Joined: 2007-10-30 21:09

Re: M9 bazooka assistance

Post by Redamare »

I wish i knew how to model :L there is soo much i would want to try and accomplish
Adriaan
Retired PR Developer
Posts: 5150
Joined: 2008-10-22 21:47

Re: M9 bazooka assistance

Post by Adriaan »

Zemciugas wrote:I could model the missing sight from ref shots, but I dunno what are the limits/ requirements on Bf2 models.
The model that's already there doesn't look very high poly. I'm tempted to make a new one myself, but I'm rather busy already with various tasks. I'd say about 4000 tris total would be right.
Image
Zemciugas
Posts: 2116
Joined: 2010-04-05 15:13

Re: M9 bazooka assistance

Post by Zemciugas »

Image

Image

Didn't make the front end insides because you'll never see it anyway.

1896 tris now. Anything to fix?
Image
Image
AfterDune
Retired PR Developer
Posts: 17094
Joined: 2007-02-08 07:19

Re: M9 bazooka assistance

Post by AfterDune »

Great start! :D
Image
Zemciugas
Posts: 2116
Joined: 2010-04-05 15:13

Re: M9 bazooka assistance

Post by Zemciugas »

Don't have all that much time to work on this, would be great if anyone could point out any mistakes, or I'l just start doing the 3 p model. First time doing anything for a fps so don't be too hard. And do I need to model lods for the 3p model? If so, what are the specifics/ requirements?
Image
Image
Tim270
PR:BF2 Developer
Posts: 5166
Joined: 2009-02-28 20:05

Re: M9 bazooka assistance

Post by Tim270 »

Zemciugas wrote: would be great if anyone could point out any mistakes,
Post wireframes or nobody can help you. Smoothing groups need to be done on the wooden shoulder rest also.
Adriaan
Retired PR Developer
Posts: 5150
Joined: 2008-10-22 21:47

Re: M9 bazooka assistance

Post by Adriaan »

Looking good Zemciugas! As Tim said, we're going to need some wireframe/edged faces shots of it to really be able to comment on it.
Image
Zemciugas
Posts: 2116
Joined: 2010-04-05 15:13

Re: M9 bazooka assistance

Post by Zemciugas »

Image

Image

Image
Image
Image
AfterDune
Retired PR Developer
Posts: 17094
Joined: 2007-02-08 07:19

Re: M9 bazooka assistance

Post by AfterDune »

In 1st person, perhaps when reloading, while sticking i the rocket, you do see the front?
Image
Zemciugas
Posts: 2116
Joined: 2010-04-05 15:13

Re: M9 bazooka assistance

Post by Zemciugas »

You reload it from the back, not the front. That's why I left the front flat and made the back properly.
Image
Image
AfterDune
Retired PR Developer
Posts: 17094
Joined: 2007-02-08 07:19

Re: M9 bazooka assistance

Post by AfterDune »

Oh right, lol :D .
Image
Adriaan
Retired PR Developer
Posts: 5150
Joined: 2008-10-22 21:47

Re: M9 bazooka assistance

Post by Adriaan »

Yeah that looks nice. Since you've got a few tris to burn it might be worth adding some extra geometry to smooth out some areas like the wooden grips perhaps, or rounding/chamfering the edges of some of the metal parts (where applicable with regards to the real thing ofcourse). Don't forget to add any missing smoothing groups, it's better to do those while working instead of at the end (as a wise man once told me) so that it's easier to correct any smoothing errors. Make sure you're not using any vertices where they are not defining the shape of the model unless it's absolutely necessary, to fix smoothing errors f.e. Your front sight has some unessecary verts on the side at the moment as you may now. It's also good practice to turn all polygons into 3 or 4 sided faces imo. Good luck and keep at it! :)
Image
Psyko
Posts: 4466
Joined: 2008-01-03 13:34

Re: M9 bazooka assistance

Post by Psyko »

[R-DEV]AfterDune wrote:In 1st person, perhaps when reloading, while sticking i the rocket, you do see the front?
no. you load the rocket from the rear
AfterDune
Retired PR Developer
Posts: 17094
Joined: 2007-02-08 07:19

Re: M9 bazooka assistance

Post by AfterDune »

A bit late there, Psyko ;) .
Image
Zemciugas
Posts: 2116
Joined: 2010-04-05 15:13

Re: M9 bazooka assistance

Post by Zemciugas »

Ok then, will fix a few erros, maybe add more detail to the big wooden part and start doing 3p model. Do I need to make lods for the 3p model? If so what are the limits/ requirements?
Image
Image
Psyko
Posts: 4466
Joined: 2008-01-03 13:34

Re: M9 bazooka assistance

Post by Psyko »

If anybody can UV objects, please contact me asap.
AfterDune
Retired PR Developer
Posts: 17094
Joined: 2007-02-08 07:19

Re: M9 bazooka assistance

Post by AfterDune »

How's it going, Zemciugas?
Image
Post Reply

Return to “PR:BF2 Community Modding”