[Weapon] L1A3 Bayonet (PR:F) [WIP]

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Psyko
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[Weapon] L1A3 Bayonet (PR:F) [WIP]

Post by Psyko »

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Last edited by Rhino on 2012-12-18 04:46, edited 4 times in total.
Rhino
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Re: Falklands Community Tasks

Post by Rhino »

Looking good so far :)

some quick pointers :D

First of all there are quite a few differences between which version of the bayonet your making. Dunno what one was mainly used during the Falklands so doesn't really match which its just good to be aware of them:
'[R-DEV wrote:Bob_Marley;1821221']For the Brits theres a bit of variation too. We can have:

L1A3 early production, long fuller:

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L1A3 late production, short fuller:

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Or L1A4:

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Main difference is the attachment method of the pommel - L1A3 is brased where as L1A4 is riveted.
Looks like you've started to make the later production of the L1A3 which seems a good choice to me :)

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First of all I would collapse the tip down to a sharp point like so and the top edges on the front with circles around them too down into a sharp edge, will save lots of tris and matches the ref:
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Next a few tris you can save by welding these verts with arrows on them to the point intercalated :)
Also for the fuller, might want to move it back some what, quite forward even for the L1A3 right now from what it looks to me?
Also a few other edges and verts you can loose that it doesn't look like you need, like the ones on the rear of the handle, but ye take it your aware of them :)

Anyways looking good so far and keep it up, can definitely use it! :D
Some refs btw I've downloaded that might help: http://realitymodfiles.com/rhino/refs/L ... -12-12.rar


- posts moved into its own topic :)

EDIT: also instead of a totally flat top it might be more like a ^ top to the knife blade? Need to look at the refs more but if so, would be good to do :D
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Psyko
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Re: [Weapon] L1A3 Bayonet (PR:F) [WIP]

Post by Psyko »

cool thanks man. a fresh look from a different set of eyes.

I tried making the "tube" and the geomatry of the hilt more combined with less tris but it started creating problems.

I didnt see before but yea your totally right its not flat on the top at all, i was working from memory of other knives i suppose.

And what did you call it? "the fuller"? That is a tricky ***** to do properly and to avoid making a whole heap of tris i just did a simple method of extruding the faces and pulling it faward so the texture map would partially cover it and when there was real light reflections it would match the shape, but yeah ill pull it back a bit. :)

Do you ever get restrictions where you do a difference Boolean in max? (eg: tell object A, to subtract the shape of Object B from object A) It appears in maya that i can only do the task once, and when i try to do it a second time it makes both the object disappear.

ALso, i imported the L1A1 and by chance the bayonet is perfectly sized for it, i didnt have to change a thing. :)
Rhino
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Re: [Weapon] L1A3 Bayonet (PR:F) [WIP]

Post by Rhino »

Sounds good :)

For the "tube" bit, if you put in the correct edges you shouldn't have a problem?

And ye, don't want to spend too much on the fuller but try and get the basic shape then you can do the rest of making it look real with the textures :)

And Boolean in max screws things up loads, no one uses it. I dunno about Maya however.
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{ZW}C-LOKE
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Re: [Weapon] L1A3 Bayonet (PR:F) [WIP]

Post by {ZW}C-LOKE »

Looking good... Gotta be honest, I was eyeballing this and the scope for the FM FAL as the next projects I'd take up, after I finished the L4A4 Bren LMG. But it's good to see someone else got started on that, and it looks good!

Are you going to be doing the scope for the FM FAL as well?

Keep up the good work!
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Rhino
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Re: [Weapon] L1A3 Bayonet (PR:F) [WIP]

Post by Rhino »

{ZW}C-LOKE wrote:Are you going to be doing the scope for the FM FAL as well?
All projects are open to anyone until they are started by someone. Don't want anyone saying they are going to do a project "when they finish there current one" which could stop someone from doing it now/soon.

Just focus what your working on now and when your done with it then you can think about your next project from what's available.
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zombie-yellow
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Re: [Weapon] L1A3 Bayonet (PR:F) [WIP]

Post by zombie-yellow »

I almost find the name of the scope you're looking for, Rhino. On google images, I've found the exact same image you posted for the scope (the two soldiers and the tank). And in the description of it, it said : "Argentina's Forces with FN-FAL mounted with the scope ..."

And the description just shut there. And when I click on the image to see the rest of the description, the page 404'd. -_-

Good job on the knife ! =) I was planning on doing it, but meh... :P
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Psyko
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Re: [Weapon] L1A3 Bayonet (PR:F) [WIP]

Post by Psyko »

{ZW}C-LOKE wrote:Looking good... Gotta be honest, I was eyeballing this and the scope for the FM FAL as the next projects I'd take up, after I finished the L4A4 Bren LMG. But it's good to see someone else got started on that, and it looks good!

Are you going to be doing the scope for the FM FAL as well?

Keep up the good work!
ty. nah, ill leave that one for you. I dont want to say which one im interested in next. ;)
{ZW}C-LOKE
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Re: [Weapon] L1A3 Bayonet (PR:F) [WIP]

Post by {ZW}C-LOKE »

[quote=""'[R-DEV"]Rhino;1844643']All projects are open to anyone until they are started by someone. Don't want anyone saying they are going to do a project "when they finish there current one" which could stop someone from doing it now/soon.

Just focus what your working on now and when your done with it then you can think about your next project from what's available.[/quote]

Fair enough... I was just kind of casually pointing out it was one that I was quasi interested in, is all.

[quote="Psyko""]ty. nah, ill leave that one for you. I dont want to say which one im interested in next. ;) [/quote]

Well, I'd say that I'm at best maybe 25% done with what I'm currently working on, given all of the work the Bren still needs before it's considered includable, from what I can tell it still needs, given skinning, basic coding, animations, etc. I'm not too worried about what I'll be working on next yet. The name of the game is progress, and I'm not too worried about who or what form that comes in!
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Rhino
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Re: [Weapon] L1A3 Bayonet (PR:F) [WIP]

Post by Rhino »

Hey Psyko any progress here? :)

Also when your done with this bayonet, are you planning on making the FN FAL type C bayonet?
'[R-DEV wrote:Bob_Marley;1821221']There were two types of bayonet used by the argentines depending on the flash hider/lack thereof.

As the FALs that are being used in PRF do have flash hiders they should be using the type C bayonet

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I would prefer it if both Bayonets where made by the same person since that's just the simplest way of going about this but if your not planning on doing that one too let me know so I can task someone else with it who might be up for this task :)

Cheers!
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Eddie Baker
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Re: [Weapon] L1A3 Bayonet (PR:F) [WIP]

Post by Eddie Baker »

The long fuller version might be converted to an L1A2 for the Australian Expeditionary Force faction in PR:V.

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Rhino
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Re: [Weapon] L1A3 Bayonet (PR:F) [WIP]

Post by Rhino »

Cheers for pointing that out Eddie, ye will be quite easy to make the Aus L1A2 from the L1A3, best to make both :D
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Psyko
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Re: [Weapon] L1A3 Bayonet (PR:F) [WIP]

Post by Psyko »

yep why not. but just hang on a while so i can catch up with other projects.
Rhino
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Re: [Weapon] L1A3 Bayonet (PR:F) [WIP]

Post by Rhino »

is that both for the l1a2 and the type c fal bayonet?

nps either way just want to confirm its for both or not :)
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Psyko
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Re: [Weapon] L1A3 Bayonet (PR:F) [WIP]

Post by Psyko »

Update for whino
I dont know how the texture artists normally go about texturing, but i know how you do it through maya and its fairly simple. So if someone wants to make a nice looking texture for this guy, I can (attempt) applying it. Should work out fine. I would have thought that i had enough ps experience to make a bloody texture but as it transpires, most of the time im talking through my ***. Any good tuts on actually painting weapon textures?
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Yeah R, ill give the type c fal bayonet a crack in a couple of weeks once im done my other projects. Studying Mel code atm fml
...i make it sound worse than it is
Spush
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Re: [Weapon] L1A3 Bayonet (PR:F) [WIP]

Post by Spush »

Check these out.
'[R-DEV wrote:Spush;1844605']Racer445's sword texturing tutorial

Psyko
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Re: [Weapon] L1A3 Bayonet (PR:F) [WIP]

Post by Psyko »

Thanks Spush
Last edited by Psyko on 2013-01-01 16:38, edited 1 time in total.
Rhino
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Re: [Weapon] L1A3 Bayonet (PR:F) [WIP]

Post by Rhino »

Sorry forgot to reply to this ages ago, but better late some never. Still think your mesh needs some work before you go into UVing and texturing it, mainly some minor cleanups and smoothing group fixes:
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red arrows = target weld vert
red cross = remove vert
red line = new edge
yellow arrow = this bit needs welding up

This feedback is without look at any refs and only from that view however so might be some things that might not be a good idea, but overall looks good, just some minor tweaks and its there :)
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Rhino
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Re: [Weapon] L1A3 Bayonet (PR:F) [WIP]

Post by Rhino »

bumpy, any progress here Psyko? :)
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Psyko
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Re: [Weapon] L1A3 Bayonet (PR:F) [WIP]

Post by Psyko »

Oh boy, i actually forgot about thing. I can probebly export the file to 3dsmax ( a later version of max) for texturing as quads...but can you find somebody willing to texture it, maybe?
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