[Vehicle] Wiesel 2 Ozelot(BW)

Making or wanting help making your own asset? Check in here
Leut.dweed
Posts: 104
Joined: 2009-05-13 18:12

[Vehicle] Wiesel 2 Ozelot, Wiesel 1 Tow(BW)

Post by Leut.dweed »

Ok i opened a Thread now and i?ll share some of the modelpictures with you so you can help me optimizing my Model :) .
[ATTACH]7582[/ATTACH]

[ATTACH]7583[/ATTACH]

[ATTACH]7584[/ATTACH]

[ATTACH]7585[/ATTACH]

[ATTACH]7586[/ATTACH]
You do not have the required permissions to view the files attached to this post.
Last edited by Leut.dweed on 2013-06-19 11:26, edited 1 time in total.
Leut.dweed
Posts: 104
Joined: 2009-05-13 18:12

Re: [Vehicle] Wiesel 2 Ozelot(BW)

Post by Leut.dweed »

some more pics [ATTACH]7587[/ATTACH]

[ATTACH]7588[/ATTACH]

[ATTACH]7589[/ATTACH]

[ATTACH]7590[/ATTACH]

[ATTACH]7591[/ATTACH]
You do not have the required permissions to view the files attached to this post.
J.F.Leusch69
Retired PR Developer
Posts: 2988
Joined: 2008-04-23 16:37

Re: [Vehicle] Wiesel 2 Ozelot(BW)

Post by J.F.Leusch69 »

cant really tell you how your model is, but you dont need to model the tracks, they are basicly just animated textures.
Leut.dweed
Posts: 104
Joined: 2009-05-13 18:12

Re: [Vehicle] Wiesel 2 Ozelot(BW)

Post by Leut.dweed »

[R-DEV]J.F.Leusch69 wrote:cant really tell you how your model is, but you dont need to model the tracks, they are basicly just animated textures.
Thank you, rhino told me theyre in 2d so i modelled em like this :D . That may give some tris away :D . If you like you can see the nearly finished high poly model in the show your models thread.
Edit: Important question: When i started the model i did not use the metrical system, so its not scaled the right way. is there a simple way to solve this=?
lucky.BOY
Posts: 1438
Joined: 2010-03-03 13:25

Re: [Vehicle] Wiesel 2 Ozelot(BW)

Post by lucky.BOY »

Alright, first those tracks, these are still way too tris heavy.

What they should look like:
Image

These are 56 tris apiece, which i'd wager is like a percent of what yours have. Also, your tracks wouldnt function properly ingame, as when the vehicle moves, only UVs of the tracks are animated, the actual mesh stays still. So theorethically, with a amesh like yours, links in the track would move, but gaps between them wouldnt, which would look wierd.

Then all those little round tubes you have there, You should have them 6 sided, maximally 8 sided. If they are bent, try to make do with as little tris needed to show the bend, if you understand.

On the hull of the vehicle, i think you should try and bake majority of the details there into the normal map (especially since you already have the highpoly model).
In purple are the details you should IMO leave as 3D, the rest on that area should go.
Image

About the scaling problem, i would change scene units to metrical, then make a box with the correct lenght of the vehicle, and then scale the vehicle to match the size of the box.

Keep it going, mate :)
Last edited by lucky.BOY on 2013-06-09 22:29, edited 1 time in total.
Leut.dweed
Posts: 104
Joined: 2009-05-13 18:12

Re: [Vehicle] Wiesel 2 Ozelot(BW)

Post by Leut.dweed »

Ok, first thank you for your reply and help. Ill do the tracks like you told me.
Ialready changed all the cylinders to 5-6 sided since i worked on it through the complete night 8-) .
[ATTACH]7592[/ATTACH]
The polygon in the yellow box is bugged somehow, always looks like this if i render dont know why i tried a lot with it, maybe you guys can help.

Sry i dont know what baking is :D please explain.

5.927 polys
12.807 tris atm
You do not have the required permissions to view the files attached to this post.
lucky.BOY
Posts: 1438
Joined: 2010-03-03 13:25

Re: [Vehicle] Wiesel 2 Ozelot(BW)

Post by lucky.BOY »

The face (polygon) you marked might be turned around, so doesnt show up on the render. Try going to Display (same area as modifiers are) and select Backface Cull in the Display properties swatch. If the polygon turn invisible, you have to flip it around. There is a button for it in Edit poly.

Baking is a process in which you turn properties of a highly detailed model into a texture, that can be applied to a less detail model afterward. It requires you to have a UVed lowpoly model and a highpoly model with all the useful details, and then you can get a normal texture off it. Generally speaking, you can get a Ambient Occlusion texture, a color texture etc etc by baking.

Dont have a proper tut or anything for it in my bookmarks though.
Leut.dweed
Posts: 104
Joined: 2009-05-13 18:12

Re: [Vehicle] Wiesel 2 Ozelot(BW)

Post by Leut.dweed »

lucky.BOY wrote:The face (polygon) you marked might be turned around, so doesnt show up on the render. Try going to Display (same area as modifiers are) and select Backface Cull in the Display properties swatch. If the polygon turn invisible, you have to flip it around. There is a button for it in Edit poly.

Baking is a process in which you turn properties of a highly detailed model into a texture, that can be applied to a less detail model afterward. It requires you to have a UVed lowpoly model and a highpoly model with all the useful details, and then you can get a normal texture off it. Generally speaking, you can get a Ambient Occlusion texture, a color texture etc etc by baking.

Dont have a proper tut or anything for it in my bookmarks though.
Ok thank you very much. I already tried flipping it around and it does not work, well it gets invisible if i flip it. On the pic you see the right side. Dont know what this is coming from, i checked if there were any edges or vertecies in or close to the poly but nothing
lucky.BOY
Posts: 1438
Joined: 2010-03-03 13:25

Re: [Vehicle] Wiesel 2 Ozelot(BW)

Post by lucky.BOY »

Well if its only one polygon, you can always delete it and that cap the gap it leaves. Might fix it for you.
Leut.dweed
Posts: 104
Joined: 2009-05-13 18:12

Re: [Vehicle] Wiesel 2 Ozelot(BW)

Post by Leut.dweed »

lucky.BOY wrote:Well if its only one polygon, you can always delete it and that cap the gap it leaves. Might fix it for you.
Hey, thx for the help, but this poly is still bugged and i cant find any solution to solve this. Tried a lot of things but it wont work always looks like on the pic.
lucky.BOY
Posts: 1438
Joined: 2010-03-03 13:25

Re: [Vehicle] Wiesel 2 Ozelot(BW)

Post by lucky.BOY »

If you want you can pm me the .max scene and i will have a glance a it.
Last edited by lucky.BOY on 2013-06-11 11:37, edited 1 time in total.
Leut.dweed
Posts: 104
Joined: 2009-05-13 18:12

Re: [Vehicle] Wiesel 2 Ozelot(BW)

Post by Leut.dweed »

lucky.BOY wrote:If you want you can pm me the .max scene and i will have a glance a it.
Done :)
lucky.BOY
Posts: 1438
Joined: 2010-03-03 13:25

Re: [Vehicle] Wiesel 2 Ozelot(BW)

Post by lucky.BOY »

After half hour of trying everything imaginable I tried to put a omni light in the scene, turns out it was just bugged scenelight (i guess). With the omni light, its normal.

Image

However, looking at the model, it really needs some fixing, fine example being this

Image
Image

You got lots of hidden or doubled polys, and mostly you got these polys that extend between wrong vetricles. Also here, the polygon in centre of the picture does not follow the verticle because its a four-sided polygon, not a five sided one. I also frenquently saw multiple verts in one place, where must be only one.

What You should do now is to check every corner where edges meet and make sure there is only one, if there is more, weld them together, you will often need to drag one of them out to see how the edges and polys are distributed between them, and then maybe delet some of these polys and target weld the vertex back.

You also need to check for instances of what i posted above, a polygon that doesnt connect all vertexes it should connect, and (related to that) edges that span over larger distances than they seemingly span (you click a edge between two verts in the middle of the vehicle and the edge goes from front of the vehicle to the rear of it).

Remember, the main hull of the vehicle (not talking about small bolts and stuff) should be completely welded together, there shouldnt be intersecting polygons, multiplied edges or multipled verts.

Cheers
Leut.dweed
Posts: 104
Joined: 2009-05-13 18:12

Re: [Vehicle] Wiesel 2 Ozelot(BW)

Post by Leut.dweed »

lucky.BOY wrote:After half hour of trying everything imaginable I tried to put a omni light in the scene, turns out it was just bugged scenelight (i guess). With the omni light, its normal.

Image

However, looking at the model, it really needs some fixing, fine example being this

Image
Image

You got lots of hidden or doubled polys, and mostly you got these polys that extend between wrong vetricles. Also here, the polygon in centre of the picture does not follow the verticle because its a four-sided polygon, not a five sided one. I also frenquently saw multiple verts in one place, where must be only one.

What You should do now is to check every corner where edges meet and make sure there is only one, if there is more, weld them together, you will often need to drag one of them out to see how the edges and polys are distributed between them, and then maybe delet some of these polys and target weld the vertex back.

You also need to check for instances of what i posted above, a polygon that doesnt connect all vertexes it should connect, and (related to that) edges that span over larger distances than they seemingly span (you click a edge between two verts in the middle of the vehicle and the edge goes from front of the vehicle to the rear of it).

Remember, the main hull of the vehicle (not talking about small bolts and stuff) should be completely welded together, there shouldnt be intersecting polygons, multiplied edges or multipled verts.

Cheers
Thank you very much.

Dont know if its me or if its a bug( i think its me :D ), but i sometimes cannot weld the vertecies together, i can normally use target weld on them but if i click on the second vertecie( i can click on him) it doesnt work.

Edit: I already deleted the double sided polys and flipped em
Leut.dweed
Posts: 104
Joined: 2009-05-13 18:12

Re: [Vehicle] Wiesel 2 Ozelot(BW)

Post by Leut.dweed »

Ok now it all works well :) . I can not thank you enough lucky boy. Learned a lot for upcoming Models thank you :) . Still some vertecies to weld on the Ozelot but im doing good progress :) .
Leut.dweed
Posts: 104
Joined: 2009-05-13 18:12

Re: [Vehicle] Wiesel 2 Ozelot(BW)

Post by Leut.dweed »

Update!!
[ATTACH]7603[/ATTACH]

[ATTACH]7604[/ATTACH]

[ATTACH]7605[/ATTACH]

Tris: 9314

Fixed all the mistakes and welded all vertecies so the groundbox is one thing :D .
Hope you like this and you can help me

Edit: It also is scaled to the right size now
You do not have the required permissions to view the files attached to this post.
Last edited by Leut.dweed on 2013-06-15 17:16, edited 3 times in total.
Leut.dweed
Posts: 104
Joined: 2009-05-13 18:12

Re: [Vehicle] Wiesel 2 Ozelot(BW)

Post by Leut.dweed »

This will be my next model for german forces. [ATTACH]7607[/ATTACH]
You do not have the required permissions to view the files attached to this post.
ghostfool84
Posts: 503
Joined: 2009-10-17 11:38

Re: [Vehicle] Wiesel 2 Ozelot(BW)

Post by ghostfool84 »

Nice work dweed, a shame that there is no other version of the Wiesel 2 is suitable for PR than the Ozelot something like the Wiesel 1 MK 20 or TOW would be fun, but it would be a completely new project i think. Keep the work up, i hope we can see the Wiesel 2 in an upcoming PR version.

Is it just me or are these trackwheels in the middle kind of small, they look different in that picture, the gaps looks smaller between them...maybe it just appears so...

Image
Last edited by ghostfool84 on 2013-06-16 11:22, edited 5 times in total.
Leut.dweed
Posts: 104
Joined: 2009-05-13 18:12

Re: [Vehicle] Wiesel 2 Ozelot(BW)

Post by Leut.dweed »

Thank you ghostfool, you are completely right, i rescaled the Wheels, its like on the Picture(which i modelled with :P ) now.
ghostfool84
Posts: 503
Joined: 2009-10-17 11:38

Re: [Vehicle] Wiesel 2 Ozelot(BW)

Post by ghostfool84 »

I dont know anything about modelling and stuff but something appears not right to me. If i compare your first picture of your last post with a picture like this:

Image

I know the perspective is different and its a slight different Version of the Wiesel 2, but on the picture it seems there is a smaller gap between the ground and bottom chassis and the vehicle seems a bit longer, more streched. Maybe its just the perspective that make it look different, iam not sure.
Post Reply

Return to “PR:BF2 Community Modding”