[Vehicle] Wiesel 2 Ozelot(BW)

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ghostfool84
Posts: 503
Joined: 2009-10-17 11:38

Re: [Vehicle] Wiesel 2 Ozelot(BW)

Post by ghostfool84 »

Looks right to me. Will you try to finish the Wiesel 1 or Wiesel 2 first? For Gameplay both are interesting i think, Germans lacks AAV atm but Wiesel 1 Variants cut spice up something too.
Leut.dweed
Posts: 104
Joined: 2009-05-13 18:12

Re: [Vehicle] Wiesel 2 Ozelot(BW)

Post by Leut.dweed »

ghostfool84 wrote:Looks right to me. Will you try to finish the Wiesel 1 or Wiesel 2 first? For Gameplay both are interesting i think, Germans lacks AAV atm but Wiesel 1 Variants cut spice up something too.
Problem is that i cannot Texture such complex vehicles yet, maybe someone wants to? :)
lucky.BOY
Posts: 1438
Joined: 2010-03-03 13:25

Re: [Vehicle] Wiesel 2 Ozelot(BW)

Post by lucky.BOY »

I'd suggest you to focus on completing the Ozelot variant first. What is the actual tri count atm? Can we get edged screengrabs of both the entire vehicle and details on it? There is still loads to do on it before you can start thinking about a texture.
Leut.dweed
Posts: 104
Joined: 2009-05-13 18:12

Re: [Vehicle] Wiesel 2 Ozelot(BW)

Post by Leut.dweed »

Tris: 8881

[ATTACH]7619[/ATTACH]

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Leut.dweed
Posts: 104
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Re: [Vehicle] Wiesel 2 Ozelot(BW)

Post by Leut.dweed »

More: [ATTACH]7624[/ATTACH]

[ATTACH]7625[/ATTACH]
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Rhino
Retired PR Developer
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Re: [Vehicle] Wiesel 2 Ozelot(BW)

Post by Rhino »

Your spending all your tris on the tiny little details that hardly matter and then all the large things that need the tris are not getting any...
Image
Leut.dweed
Posts: 104
Joined: 2009-05-13 18:12

Re: [Vehicle] Wiesel 2 Ozelot(BW)

Post by Leut.dweed »

[R-DEV]Rhino wrote:Your spending all your tris on the tiny little details that hardly matter and then all the large things that need the tris are not getting any...
Examples pls
lucky.BOY
Posts: 1438
Joined: 2010-03-03 13:25

Re: [Vehicle] Wiesel 2 Ozelot(BW)

Post by lucky.BOY »

If this is correct variant, you are missing quite a bit of detail on the back of the vehicle. Also, your weapon system seems to be the wrong way around, shouldn't the base of it be on the right side of the vehicle?

Exhaust tubes on the missile launcher should be round i think, not hexagonal?

All the little tubings (around smoke launchers, mirrors etc) should have six-eight sides max.

You got wasted tris on those mirrors, select the inside polygon and collapse it, then remove the vertex it leaves behind (same thing with veiwports on the top).

http://www.whq-forum.de/cms/uploads/pic ... lot-13.jpg
The sighting system on the Ozelot looks a bit more complicated then you have it atm.

Next time please host your images on a good upload site like imgur.com and link them from there, the attachment thing makes them smaller and cunfuses me, its much better to just embed big pictures into your post.

Also too bad we didnt get to see any of the tracks/wheels or weapon system mount..

Sorry if I sound like im trying to depress you, its just that this model is quite good and it would be shame if it was left half done.
Leut.dweed
Posts: 104
Joined: 2009-05-13 18:12

Re: [Vehicle] Wiesel 2 Ozelot(BW)

Post by Leut.dweed »

lucky.BOY wrote:If this is correct variant, you are missing quite a bit of detail on the back of the vehicle. Also, your weapon system seems to be the wrong way around, shouldn't the base of it be on the right side of the vehicle?

Exhaust tubes on the missile launcher should be round i think, not hexagonal?

All the little tubings (around smoke launchers, mirrors etc) should have six-eight sides max.

You got wasted tris on those mirrors, select the inside polygon and collapse it, then remove the vertex it leaves behind (same thing with veiwports on the top).

http://www.whq-forum.de/cms/uploads/pic ... lot-13.jpg
The sighting system on the Ozelot looks a bit more complicated then you have it atm.

Next time please host your images on a good upload site like imgur.com and link them from there, the attachment thing makes them smaller and cunfuses me, its much better to just embed big pictures into your post.

Also too bad we didnt get to see any of the tracks/wheels or weapon system mount..

Sorry if I sound like im trying to depress you, its just that this model is quite good and it would be shame if it was left half done.
Yes the weapon is on the wrong side :D , but thats not really a problem, since no one would notice and it does not really change the vehicle itself.

Im working on the weapon system at the moment, i had some big troubles with creating polys i couldnt fix, so i stopped working on it until i could find the solution, which I found now( i convert it to a mesh and create the faces(then i sometimes can targetweld the vertecies of the Face to the hull)). I got told that the Devs would use their own MG3 Model if this Vehicle would ever get implemented so I just deleted it.

Problem is its my first vehicle and i cannot export it myself to BF2 because if have 3Ds Max 2013, so i dont know what I have to fix and what not, I always need you guys to help me with that what makes things much more complicated.

Ok ill do that with the Mirrors.

Edit: I also used Boolean way too much what created a lot of polys. But I learned from that.
I also will keep working on it as long as I get good help like from you :) .
Re-Edit: I had some pics of the Tracks and Wheels, but somehow the Attachement center of this page crashed for me when I tried to Insert them.
I will work some more time on it and give you some pics of it then

Thank you Luckyboy
Last edited by Leut.dweed on 2013-06-20 19:16, edited 3 times in total.
lucky.BOY
Posts: 1438
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Re: [Vehicle] Wiesel 2 Ozelot(BW)

Post by lucky.BOY »

I would still turn the weapon system around, you just need to detach it, mirror it (there is a modifier for that :) ) and weld it back into the hull.
Leut.dweed
Posts: 104
Joined: 2009-05-13 18:12

Re: [Vehicle] Wiesel 2 Ozelot(BW)

Post by Leut.dweed »

lucky.BOY wrote:I would still turn the weapon system around, you just need to detach it, mirror it (there is a modifier for that :) ) and weld it back into the hull.
Thank you lucky, I turned the weapon system around. But not with mirroring it(I already knew mirroring(Planemodeled the Mg3 with it). I simply detached some parts and turned them all 180?. I just merged the finished weapon system of the Highpoly Model which looks like you wanted it. (Wanted to save some Tris and did shit so it ended up unfinished like on the pics :D )

Edit: Even if there will be a mounted MG3, I?m not sure if its doable to code it, that it only can be used when the AA weapon system itself is off. In reality you could hurt your head very much :D
Last edited by Leut.dweed on 2013-06-20 23:31, edited 2 times in total.
Rhino
Retired PR Developer
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Re: [Vehicle] Wiesel 2 Ozelot(BW)

Post by Rhino »

Leut.dweed wrote:Examples pls
Image

If you look here, the tail of the Zhi-9B, the the Rotor housing has 24 sides because its a big, large part of vehicle that needs to be round, where the inner rotor bit which holds the blades only has 16 sides, which is almost 1/2 of that because its almost 1/2 the size but in normal view they look to be the same smoothness more or less:

Image

Now if we look at the wheels, which are again much smaller, they only have 10 sides, and the pitot tubes (the things sticking out of the nose) only have 4 sides at their smallest point, 6 at there largest rounded point.

Image

But again in normal view they all look more or less the same roundness.

Image


You on the other hand are putting all your tris into all the small, tiny things while all your large objects are loosing out on the tris and as a result, your model looks far lower poly than it is...
Image
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Leut.dweed
Posts: 104
Joined: 2009-05-13 18:12

Re: [Vehicle] Wiesel 2 Ozelot(BW)

Post by Leut.dweed »

WOW! Thank you very much for your help Rhino. I think I understood it now. All you marked on the Pic is fixed ( Yes even those tubes :D ). Have some other spots to rework now. Thank you very much

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Last edited by Leut.dweed on 2013-06-21 06:14, edited 3 times in total.
Leut.dweed
Posts: 104
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Re: [Vehicle] Wiesel 2 Ozelot(BW)

Post by Leut.dweed »

Since I finally found my peace with 3ds Max it goes on!

Tris: 9280[ATTACH]7629[/ATTACH]

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Sry lucky but Im too lazy too upload it somewhere else first :)
(2 more pics in the post before)
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Last edited by Leut.dweed on 2013-06-21 07:18, edited 1 time in total.
Leut.dweed
Posts: 104
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Re: [Vehicle] Wiesel 2 Ozelot(BW)

Post by Leut.dweed »

Wiesel 1 makes good progress too :)
[ATTACH]7637[/ATTACH]

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Tris on the Wiesel 1 : 4214
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Rhino
Retired PR Developer
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Re: [Vehicle] Wiesel 2 Ozelot(BW)

Post by Rhino »

In relation to your wheels, you shouldn't be modelling in those details to the inside: Normal mapping - Wikipedia, the free encyclopedia

Also you should just concentrate on the basic foundation for all versions first, once that's 100%, then move on to all the sub versions, not before. When I made the Zhi-9 and Panther series if I take that example again, I didn't make the Zhi-9WA or the Panthers until the Zhi-9B was 100% complete (at least to the point at that time where I couldn't do any more) including UVs etc. Then I had the foundation to work on to make all the other versions. If you start making the diffrent versions before finishing up the main foundation, your going to spend all your time fixing the other versions, with so many diffrent versions of everything your going to loose track of what's what.

On the subject of other versions, you first need to take a step back and ask, what is needed? Take into account factions that use it or could use it in PR, what versions are still in service and then how you can make each version fit into each other in terms of sharing UVs/Textures and other compoents then comining that into a plan before you go any further. To do that you need to talk to the German faction guys in PR and any other faction that might use it to establish what variants you need and what versions of them are needed ingame. No good making something that we are never going to use, either becuase its retired, or because it servers no use ingame or because we don't have a faction that uses it.
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Leut.dweed
Posts: 104
Joined: 2009-05-13 18:12

Re: [Vehicle] Wiesel 2 Ozelot(BW)

Post by Leut.dweed »

'[R-DEV wrote:Rhino;1904298']In relation to your wheels, you shouldn't be modelling in those details to the inside: Normal mapping - Wikipedia, the free encyclopedia

Also you should just concentrate on the basic foundation for all versions first, once that's 100%, then move on to all the sub versions, not before. When I made the Zhi-9 and Panther series if I take that example again, I didn't make the Zhi-9WA or the Panthers until the Zhi-9B was 100% complete (at least to the point at that time where I couldn't do any more) including UVs etc. Then I had the foundation to work on to make all the other versions. If you start making the diffrent versions before finishing up the main foundation, your going to spend all your time fixing the other versions, with so many diffrent versions of everything your going to loose track of what's what.

On the subject of other versions, you first need to take a step back and ask, what is needed? Take into account factions that use it or could use it in PR, what versions are still in service and then how you can make each version fit into each other in terms of sharing UVs/Textures and other compoents then comining that into a plan before you go any further. To do that you need to talk to the German faction guys in PR and any other faction that might use it to establish what variants you need and what versions of them are needed ingame. No good making something that we are never going to use, either becuase its retired, or because it servers no use ingame or because we don't have a faction that uses it.
I already am in contact with the german faction leader, also I know what is in service since I know the Bundeswehr very good myself ;) . And the Wiesel 1 is still in Service as Tow and Mk20 version and it will be some time since its a perfect vehicle for Airtrans. The German Fallschirmjaeger(Airborne) and even the Jaegerkompanie(normal Infantry) are using it. Of course i do not start a model without thinking about it :D . Even I think there is no Problem for me to do it while the Ozelot since the Wiesel 1 and 2 are nearly the same. And even if it never gets used its wayne to me :D , because the fun at making it is everything to me.

Edit: Yeah the wheels. Im thinking about them since the beginning and I still have no idea how to make em
ghostfool84
Posts: 503
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Re: [Vehicle] Wiesel 2 Ozelot(BW)

Post by ghostfool84 »

I think what Rhino meant with "Finish one vehicle first" is that you may do alot of work twice if you have to fix errors in both variants constanly instead use one for "learning" and build the other the right way from the scratch. In the end its a question of time you would to spend, and i like both Wiesel and hope we can see them in PR someday. You models looks way better now, so keep on.

btw. Is that your first 3dsmax project?
Last edited by ghostfool84 on 2013-06-21 09:03, 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 »

ghostfool84 wrote:I think what Rhina meant with "Finish one vehicle first" is that you may do alot of work twice if you have to fix errors in both variants constanly instead use one for "learning" and build the other the right way from the scratch. In the end its a question of time you would to spend, and i like both Wiesel and hope we can see them in PR someday. You models looks way better now, so keep on.

btw. Is that your first 3dsmax project?
Yes the Ozelot was the first one. I know you guys are right, but why not working on both? Would be great if both would come out at the same time. And its much easier now to make the Wiesel 1 better( Less mistakes etc.) since I know the program better now and dont make that much Mistakes anymore. Even there are some parts they are sharing so I can work for it on one Vehicle and merge it to the other. How it is with the texturing I dont know.

Edit: My really first Model was a Mac10 i did with a youtube Tutorial

And many many many thanks for the Ozelot blueprint ghostfool it helped me a lot!!
CTRifle
Retired PR Developer
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Re: [Vehicle] Wiesel 2 Ozelot(BW)

Post by CTRifle »

What you should do is optimize the first one, learn how to fix it, the you can copy and make a second variant which will save alot of work, trust me. :P
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