[Weapon] R.550 Magic SRAAM (PR:F) [WIP]

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Rhino
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Re: [Weapon] R.550 Magic SRAAM (PR:F) [WIP]

Post by Rhino »

bumpy, any progress here?
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zombie-yellow
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Re: [Weapon] R.550 Magic SRAAM (PR:F) [WIP]

Post by zombie-yellow »

The model for lod0 is 100% done, just need to UVmap it and make the other lods.
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Rhino
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Re: [Weapon] R.550 Magic SRAAM (PR:F) [WIP]

Post by Rhino »

Can you post some pics before UVing it, all normal, edged face and wire views?
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zombie-yellow
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Re: [Weapon] R.550 Magic SRAAM (PR:F) [WIP]

Post by zombie-yellow »

Roger, on it. I'll edit this post in a few minutes.

Solid smoothed:
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Wireframe:
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Solid faces:
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Face normals:
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Vertex normals:
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Last edited by zombie-yellow on 2013-04-09 00:58, edited 1 time in total.
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Rhino
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Re: [Weapon] R.550 Magic SRAAM (PR:F) [WIP]

Post by Rhino »

Ye it seems you've missed a few things.

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Fist of all all the loops marked in yellow don't need to be there, 2D thins can't be welded into a mesh and even if they could be, since they are 90degs to the face, they can't zfight, as such, your just wasting tris. Note my thins here don't have any loops round the main mesh where they start/end: http://i.imgur.com/TWFxadE.jpg

Red bits show where you can optimize your thins by vertex welding and putting your edges, as lucky said before:
lucky.BOY wrote:You get some redundant verts on your front wings, you can target weld them like this:
http://i.imgur.com/dioKYPh.jpg
http://i.imgur.com/GKMVAeU.jpg
Green marker is that your rear thin is now 2D, although I know lucky said to make it somewhat 2D in his last feedback post (don't think he was talking fully 2D however, only the top side, not bottom) I think its best for lod0 for it to be 3D as you had it before since its the biggest/fattest thin on the refs and for lod1 you can make it 2D without anyone noticing :)

Other than that, looks good.
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zombie-yellow
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Re: [Weapon] R.550 Magic SRAAM (PR:F) [WIP]

Post by zombie-yellow »

Rhino, just a few things I have to say: my thins are not a separate object, I extruded them from the missile, same for the rear thins which is why they're in 2D. I can make the base of the rear thins 3D, but they will be separate objects and therefore will "hover" a little bit above the missile if you see what I mean ^^ I don't know if you can weld 2 objects in Blender.

As for the front thins, I optimized them as you said and I'm now at 98 tris :p I've also removed the loops, but, doing so, I now have a strange shading issue:
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I fixed it with an edge split, but I don't know how it will behave during the port to 3DS Max:
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So yeah, just wanted to let you know :)
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Rhino
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Re: [Weapon] R.550 Magic SRAAM (PR:F) [WIP]

Post by Rhino »

zombie-yellow wrote:Rhino, just a few things I have to say: my thins are not a separate object, I extruded them from the missile, same for the rear thins which is why they're in 2D. I can make the base of the rear thins 3D, but they will be separate objects and therefore will "hover" a little bit above the missile if you see what I mean ^^ I don't know if you can weld 2 objects in Blender.
Either I'm not understanding you correctly or that isn't possible in max or at least exporting it like that to BF2 would result in the same thing as having the fins as a separate element. w/e way you look at it however, having those loops is a waste of tris and should be removed.

As for the "hover" bit, the fins should clip very slightly into the main mesh like so to avoid this:
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zombie-yellow wrote:As for the front thins, I optimized them as you said and I'm now at 98 tris :p
gdgd, although it looks like you need to redo your SGs for your fins.
zombie-yellow wrote:I've also removed the loops, but, doing so, I now have a strange shading issue:
http://image.noelshack.com/fichiers/201 ... -blend.png

I fixed it with an edge split, but I don't know how it will behave during the port to 3DS Max:
http://image.noelshack.com/fichiers/201 ... blend1.png

So yeah, just wanted to let you know :)
Looks like a smoothing issue to me but w/e the case, smoothing will most likley need to be redone after exporting to max. Shouldn't be doing any changes to the mesh to avoid the issue however unless its an issue with the mesh but don't have any experience with Blender to help you out there, I would also strongly advise to port this missile to Max9 before doing your UVs or going any further myself.
Last edited by Rhino on 2013-04-09 02:50, edited 1 time in total.
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zombie-yellow
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Re: [Weapon] R.550 Magic SRAAM (PR:F) [WIP]

Post by zombie-yellow »

What are "SG" ? :S

And yeah it's a smoothing issue, but if you say it'll have to be redone in Max, then I'll just leave it without the edge split modifier.

I'll now work on the rear thins.
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Rhino
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Re: [Weapon] R.550 Magic SRAAM (PR:F) [WIP]

Post by Rhino »

SG = Smoothing Groups
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zombie-yellow
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Re: [Weapon] R.550 Magic SRAAM (PR:F) [WIP]

Post by zombie-yellow »

'[R-DEV wrote:Rhino;1883344']SG = Smoothing Groups
I don't think we have this in Blender, sorry :? ??:
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Psyrus
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Re: [Weapon] R.550 Magic SRAAM (PR:F) [WIP]

Post by Psyrus »

zombie-yellow wrote:I don't think we have this in Blender, sorry :? ??:
It's fine since you'll be exporting it to max [9] soon, right? ;-)
zombie-yellow
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Re: [Weapon] R.550 Magic SRAAM (PR:F) [WIP]

Post by zombie-yellow »

Ok Rhino, I got it ! While I don't have smoothing group option in Blender, I can get around this manually :p

I've finished the rear thins and repaired all the smoothing issues with the model :) I've also made each thin a separate object from the missile.

Here's a pic:
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Rhino
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Re: [Weapon] R.550 Magic SRAAM (PR:F) [WIP]

Post by Rhino »

sounds good, got an edged faces pic thou?
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zombie-yellow
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Re: [Weapon] R.550 Magic SRAAM (PR:F) [WIP]

Post by zombie-yellow »

Here:
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Rhino
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Re: [Weapon] R.550 Magic SRAAM (PR:F) [WIP]

Post by Rhino »

Looking good but the rear fin doesn't look 3D to me? by 3D I mean like so, although your outside shape would be how it is now, but inside shape is what I'm on about so its bulky in the middle and has a top face like on the refs:
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zombie-yellow
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Re: [Weapon] R.550 Magic SRAAM (PR:F) [WIP]

Post by zombie-yellow »

It's finished ! At least, for me, if you have other things you want me to fix/change, I can ^^ I think I can get to UVmapping it and making the other lods.

Pictures:

Solid:
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Faces:
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Normals:
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To show ya that the tail thins are now 3D :p
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As you can see, there's a smoothing issue with the tail thins, but it will be easy fix with 3DS Max smoothing groups feature :)
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lucky.BOY
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Re: [Weapon] R.550 Magic SRAAM (PR:F) [WIP]

Post by lucky.BOY »

I'd say give the back fins some more width, they look much like their 2D cousins on the tip now. Make the width more prominent, more like on the ref picture. Although not sure if you should follow this, its 3.30 am here :/
Rhino
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Re: [Weapon] R.550 Magic SRAAM (PR:F) [WIP]

Post by Rhino »

lucky.BOY wrote:I'd say give the back fins some more width, they look much like their 2D cousins on the tip now. Make the width more prominent, more like on the ref picture.
Yep same thoughts here, right now might as well be 2D with its width as there is hardly any difference (other than the screwed up smoothing).

Next step after that should really be porting this to Max9.
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zombie-yellow
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Re: [Weapon] R.550 Magic SRAAM (PR:F) [WIP]

Post by zombie-yellow »

I'll give them more width then. And, if I read correctly, you want me to do the UVmapping and lods on Max9 ? :(
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Rhino
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Re: [Weapon] R.550 Magic SRAAM (PR:F) [WIP]

Post by Rhino »

I would, will save you work in the long run.
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