[WIP] RPG-7

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Doc.Pock
Posts: 2899
Joined: 2010-08-23 14:53

[WIP] RPG-7

Post by Doc.Pock »

update 24.08.2013

Spoiler for \"big images of high poly launcher\":
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Spoiler for \" launcher low poly\":
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Spoiler for \" baked PG-7 rocket\":
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Last edited by Doc.Pock on 2013-08-24 19:10, edited 1 time in total.
karambaitos
Posts: 3788
Joined: 2008-08-02 14:14

Re: [WIP] RPG-7

Post by karambaitos »

You need more geometry on that cryengine 3 can go pretty high up on the polycount, i better not say anything more on how it looks, you should just search for some references, search in russian too.


also you should probably read this
Getting Started - Doc 3. Asset Creation Guide - CryENGINE 3 Free SDK
There is only one unforgivable lie That is the lie that says, This is the end, you are the conqueror, you have achieved it and now all that remains is to build walls higher and shelter behind them. Now, the lie says, the world is safe.? The Great Khan.

40k is deep like that.
Zemciugas
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Joined: 2010-04-05 15:13

Re: [WIP] RPG-7

Post by Zemciugas »

Looks pretty good to me, unless the needed detail can't be added with textures, I don't see a point in modeling it all just because the engine can support it.
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Psyrus
Retired PR Developer
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Re: [WIP] RPG-7

Post by Psyrus »

Zemciugas wrote:Looks pretty good to me, unless the needed detail can't be added with textures, I don't see a point in modeling it all just because the engine can support it.
Exactly! Efficiency is the name of the game!

Also, good LODs please ^_^
Rhino
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Re: [WIP] RPG-7

Post by Rhino »

Some of the key geometry is lower poly than the PR:BF2 RPG-7....
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Doc.Pock
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Re: [WIP] RPG-7

Post by Doc.Pock »

karambaitos wrote:i better not say anything more on how it looks, you should just search for some references, search in russian too.
this is why i posted this, to get insight on what is wrong, so you may aswell point me in the right direction :)
[R-DEV]Rhino wrote:Some of the key geometry is lower poly than the PR:BF2 RPG-7....
if you mean the inside of the barrel, ive no idea how that happened, must be from optimising the rear part.
Rhino
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Re: [WIP] RPG-7

Post by Rhino »

Doc.Pock wrote:if you mean the inside of the barrel, ive no idea how that happened, must be from optimising the rear part.
The rear was the main one yes but also things like the pistol grip and quite a lot of stuff could have quite a few more tris than it dose currently to round them off etc.
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Doc.Pock
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Re: [WIP] RPG-7

Post by Doc.Pock »

most of it i plan on normal mapping on, like the grooves and stuff, plus the guy will always be holding the grip in his hand therefore you wont be able to see it. i had quite a lot more loops on it, but decided to rather spend the tris on stuff close and visible like the tube and sights
Rhino
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Re: [WIP] RPG-7

Post by Rhino »

9k tris doesn't sound like a lot for Crysis3 to me, although haven't looked at what the advised poly limits are but we have many weapons in PR that have more tris than that for their 1p models and 3D geom beats normals every time so add as much 3D detail as you can.
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Doc.Pock
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Re: [WIP] RPG-7

Post by Doc.Pock »

i asked the project lead and he said the weapons they have are 10k. so i aimed for 10k :) i would of course mush rather put in more geo haha :)
lucky.BOY
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Re: [WIP] RPG-7

Post by lucky.BOY »

Why can models in newer engines have more tris than in refractor 2? Im curious about the techincal side of it.

And hai Doc.Pock, I recently started modelling the panzershreck you promised to model for us over at PN and then left without saying a word :mrgreen:
Nice to see you finally stuck with something.

On the model, the front sight looks out of proportion to me, it should fully fit into that horizontal thing when you fold it, also looks a bit too "fat" to me. On the rocket, the cyllindrical part of the warhead should be smaller (shorter) IMO, it shoul be more like the two cones meeting together
Rhino
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Re: [WIP] RPG-7

Post by Rhino »

lucky.BOY wrote:Why can models in newer engines have more tris than in refractor 2? Im curious about the techincal side of it.
afaik newer engines are more optimized at processing tris, as well as newer gfx cards etc they are designed to be used on but I don't know any of the details behind it.
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Doc.Pock
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Re: [WIP] RPG-7

Post by Doc.Pock »

lowpoly_RPG7.obj (click to view in 3D)
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fixed some errors pointed out to me, and fixed the screwed up inside of the tube

edit: and without the rocket
lowpoly_RPG7.obj (click to view in 3D)
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and lucky, this is my main PG-7 reference, where you can see the cylinrical part
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Last edited by Doc.Pock on 2013-07-17 21:40, edited 1 time in total.
Spush
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Re: [WIP] RPG-7

Post by Spush »

That's not the full rocket, you're forgetting the booster.

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Might as well model the fins too, and the container for it.
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Doc.Pock
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Re: [WIP] RPG-7

Post by Doc.Pock »

so, the booster burns, exposing the fins or... o.O
Rhino
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Re: [WIP] RPG-7

Post by Rhino »

Looking good, although the rear of the launcher is still looking very odd to me... Going by this ref here:
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The rear is perfectly round, yours is no where near perfectly round and also there isn't a massive chamfer between the flat rear surface and when it starts to go in like you've done, is a very, very small one but isn't worth the tris to make one that small, possibly could with normals.
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Doc.Pock
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Re: [WIP] RPG-7

Post by Doc.Pock »

true mate, will fix :) thnaks
Spush
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Re: [WIP] RPG-7

Post by Spush »

You could also put those sling hook things on the model too. Just to give it some more detail. Also the pistol grips look too thick to me compared to the ref that Rhino posted. Also don't forget those bolts for those clamp things that wrap around the tube near the end and middle.
Last edited by Spush on 2013-07-18 16:51, edited 1 time in total.
Doc.Pock
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Re: [WIP] RPG-7

Post by Doc.Pock »

ok fixed the stuff spush and rhino pointed out. will post sketchfab tomorrow. need sleep now :)
Chuc
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Re: [WIP] RPG-7

Post by Chuc »

Those sights better be the best damn sights I've seen on any model! :p Adjustable and all.
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