Show your models thread...(IMAGE HEAVY)

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Leut.dweed
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Re: Show your models thread...(IMAGE HEAVY)

Post by Leut.dweed »

I know a lot of things are not needed if it gets textured very well. Will continue work for a low poly version of it. Im using 3ds max 2013 and like i read, i cannot convert it for Bf2 engine. Im sry guys. Maybe someone knows a solution.

greetings from germany
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Mineral
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Post by Mineral »

Unless you used a lot of smooth groups,as far as i know you should be able to port it to 3dsmax9( for export) just fine
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Leut.dweed
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Re: Show your models thread...(IMAGE HEAVY)

Post by Leut.dweed »

MineralWouter wrote:Unless you used a lot of smooth groups,as far as i know you should be able to port it to 3dsmax9( for export) just fine
Its all done by hand :D no smoothing groups
Spush
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Re: Show your models thread...(IMAGE HEAVY)

Post by Spush »

Anyways, it's possible to backport it to 3ds max 9, just needs a lot of fixing before export.
Leut.dweed
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Re: Show your models thread...(IMAGE HEAVY)

Post by Leut.dweed »

Is it possible to convert the 3ds max animations to the bf 2 engine?? Would be awesome since my wiesel can do this ;) .
Wiesel Ozelot - YouTube
Rhino
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Re: Show your models thread...(IMAGE HEAVY)

Post by Rhino »

You can't animate them per-say but you can code them to move. With some pretty funky deploy code you could possibly do that. The Bradley unfolds its TOW launcher when you enter it for example.

As for your model, some bits like your wheels need a lot more tris even if the model is going into the BF2 engine and most of your tris are spent on the really small things you would only see up close rather than the large things. It also looks like most of your tris are being taken up with the tracks which are 2D in BF2 (assuming you want to port it to it) and also assuming this is the model you want to bring into the engine, your going to need to weld up all those panels etc to stop them from zfighting as well as saving a lot of UV space. The MG can also be removed since we would put our own MG on in BF2 if it was ported to it, if we where to put an MG on it that is. The mesh also needs quite a lot of simple optimizing like getting rid of unneeded verts and edges etc as well as collapsing the small edges etc.
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Leut.dweed
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Re: Show your models thread...(IMAGE HEAVY)

Post by Leut.dweed »

[R-DEV]Rhino wrote:You can't animate them per-say but you can code them to move. With some pretty funky deploy code you could possibly do that. The Bradley unfolds its TOW launcher when you enter it for example.

As for your model, some bits like your wheels need a lot more tris even if the model is going into the BF2 engine and most of your tris are spent on the really small things you would only see up close rather than the large things. It also looks like most of your tris are being taken up with the tracks which are 2D in BF2 (assuming you want to port it to it) and also assuming this is the model you want to bring into the engine, your going to need to weld up all those panels etc to stop them from zfighting as well as saving a lot of UV space. The MG can also be removed since we would put our own MG on in BF2 if it was ported to it, if we where to put an MG on it that is. The mesh also needs quite a lot of simple optimizing like getting rid of unneeded verts and edges etc as well as collapsing the small edges etc.
Ok thank you very much. The wheels are the 5% of the 95%, i made them last.
Yes the tracks take 20.000 :D . I never noticed that they were 2D in VBF2 and Pr. You guys did a brilliant job :D . Making em 2D will solve a lot of my problems :D .

Ill start optimizing the model for bf2 next week.
(the model I showed you guys was not metioned to go into a game engine like it is. Wanted to learn some techniques with this kind of vehicle. And it helped me a lot(there are not very many good pictures on the internet with it)
Leut.dweed
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Re: Show your models thread...(IMAGE HEAVY)

Post by Leut.dweed »

So, i already started the low poly version and im already at 10.700 polys(still looks fine) but i removed the mg 3 and the lafette(dont know if you know this word in english(weapon mount system)). If you guys would add your own, whats the limitation for polys for the wiesel?

Thank you and greetings
Hulabi
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Re: Show your models thread...(IMAGE HEAVY)

Post by Hulabi »

8,000 to 10,000 triangles is a pretty good ballpark figure.
Rhino
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Re: Show your models thread...(IMAGE HEAVY)

Post by Rhino »

I would say for something this small, between 6k and 8k tris tbh (note not polygons aka polys, triangles). TBH if it is 8k tris its most likley unoptimized since it isn't a complicated overall shape etc or a very large vehicle.
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Leut.dweed
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Re: Show your models thread...(IMAGE HEAVY)

Post by Leut.dweed »

Ok thank you guys, iam at 21000 tris at the moment :-| . I did a lot of fixing etc, but im not sure if i can come to 8 or 10k tris. Of course it can be easily done but this beautiful vehicle would loose a lot of its details. I know mostly you dont see them beginning with LOD1 but my poor beautiful wiesel :D . And there are some vertecies and edges i cannot weld. Is it okay to bring another vertecie on its location so it just looks like its been closed?
lucky.BOY
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Re: Show your models thread...(IMAGE HEAVY)

Post by lucky.BOY »

Please start a new thread and give us lots of edged screens of the vehicle, maybe we can point out where you could optimise a bit more :)
Tim270
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Re: Show your models thread...(IMAGE HEAVY)

Post by Tim270 »

Post up some more pictures of edged faces views and we can give you feedback on where you can optimize the mesh.


le ninja
Kovanaama
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Re: Show your models thread...(IMAGE HEAVY)

Post by Kovanaama »

NASAMS Surface to Air Missile launcher.
(Ground based AMRAAM)

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Image

FDF Looking for Modellers, Mappers, Textureartists and Exporters! #fdfpr @ QuakeNet orPM Hulabi
Hulabi
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Re: Show your models thread...(IMAGE HEAVY)

Post by Hulabi »

Nice, very nice :)

Edit: That's actually a very good model to practice UV mapping & texturing on :wink:
Kovanaama
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Re: Show your models thread...(IMAGE HEAVY)

Post by Kovanaama »

[R-COM]Hulabi wrote:Nice, very nice :)

Edit: That's actually a very good model to practice UV mapping & texturing on :wink:
Thank you. :) I give it a try. ;)

FDF Looking for Modellers, Mappers, Textureartists and Exporters! #fdfpr @ QuakeNet orPM Hulabi
H.sta
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Re: Show your models thread...(IMAGE HEAVY)

Post by H.sta »

Kovanaama wrote:NASAMS Surface to Air Missile launcher.
(Ground based AMRAAM)

Image

Image
Awesome, is it the NASAMS II?

We could really use it for the Norwegian faction, and the dutch need it as well. Do the fins use the NASAMS?

If you need it, I have quite a few ref pics
Hulabi
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Re: Show your models thread...(IMAGE HEAVY)

Post by Hulabi »

Yes, the Finns do use NASAMS
Glimmerman
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Re: Show your models thread...(IMAGE HEAVY)

Post by Glimmerman »

Surprise fellas :)

Yes its the NASAMS II
Kovanaama
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Re: Show your models thread...(IMAGE HEAVY)

Post by Kovanaama »

[R-COM]H.sta wrote:Awesome, is it the NASAMS II?

We could really use it for the Norwegian faction, and the dutch need it as well. Do the fins use the NASAMS?

If you need it, I have quite a few ref pics
Refs are always welcome. ;) In fact i have been making MAN TRLM for Glimmerman but due lack of refs the TRLM is on hold for now. Then he told me that you guys need NASAMS II and i thought sure, why not. :)

Needs more optimation. I post more pics with wireframe so if there is faults or something else wrong with model, you guys can point it out. :)

FDF Looking for Modellers, Mappers, Textureartists and Exporters! #fdfpr @ QuakeNet orPM Hulabi
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