[WIP] RPG-7

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Tim270
PR:BF2 Developer
Posts: 5166
Joined: 2009-02-28 20:05

Re: [WIP] RPG-7

Post by Tim270 »

Lol "raccer.jpg" usually suffices but was not sure if you would get it. Its just a matter of going back and zmooing in and out at a gamesize Fov. Honestly, it only really hit me that its actually a thing after baking stuff a lot and only then I got my head around it properly.
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Doc.Pock
Posts: 2899
Joined: 2010-08-23 14:53

Re: [WIP] RPG-7

Post by Doc.Pock »

yeah i completly understand you haha, took me awhile to wrap my head around it and now that i get it, you try to get the pinches away, always zoomed in, then you zoom out and damn, where are the bevels :D
Alek-say
Posts: 349
Joined: 2010-11-27 20:17

Re: [WIP] RPG-7

Post by Alek-say »

Great work, man! I wish I have your skills!
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Doc.Pock
Posts: 2899
Joined: 2010-08-23 14:53

Post by Doc.Pock »

Well its really not that long when i started modelling. So all i can say is practice. :-) and read on stuff. Bur foremost, dont give up in the early stages :-)
Doc.Pock
Posts: 2899
Joined: 2010-08-23 14:53

Re: [WIP] RPG-7

Post by Doc.Pock »

UPDATE

did the front assembly and the scope mount today. next is some Zbrush beating.
Spoiler for \"imgs\":
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Tim270
PR:BF2 Developer
Posts: 5166
Joined: 2009-02-28 20:05

Re: [WIP] RPG-7

Post by Tim270 »

One thing if your taking it into a sculpting program, you need to subdivide it "properly" so pretty much it has edge flow like a turbosmoothed box if that makes sense.

So super quick example.
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Basemesh like that will work, good even poly flow all over the model for it to subdivide evenly on.

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The slide only has edges where it needs it, you can really sculpt with that. The grip might work though.

Hope that makes a bit of sense.
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Doc.Pock
Posts: 2899
Joined: 2010-08-23 14:53

Re: [WIP] RPG-7

Post by Doc.Pock »

just one word tim. dynamesh ;)
Doc.Pock
Posts: 2899
Joined: 2010-08-23 14:53

Re: [WIP] RPG-7

Post by Doc.Pock »

did a small test on the hipoly with some procedural materials for fun today.

i think it looks rather well. also made me decide to put all the bolts into small holes so i get a better normalmap around them.

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CTRifle
Retired PR Developer
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Joined: 2011-01-03 14:57

Re: [WIP] RPG-7

Post by CTRifle »

dayyyummm looks nice
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Alek-say
Posts: 349
Joined: 2010-11-27 20:17

Re: [WIP] RPG-7

Post by Alek-say »

Amazing work!
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Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: [WIP] RPG-7

Post by Rhino »

Nice, you could possibly also bake off the base diffuse and spec off of the HP like that too :)
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Chuc
Retired PR Developer
Posts: 7016
Joined: 2007-02-11 03:14

Re: [WIP] RPG-7

Post by Chuc »

Great work so far.

You're missing one small but absolutely crucial bit.

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There's no notch in the adjustable rear sight. The position it's in in the ref photo has it all the way down, but when you're actually sighting the weapon you would slide it up to the indicated range marker, line up the gap in the notch with the front sight post, then fire away.
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Personal Folio - http://www.studioash.net
Doc.Pock
Posts: 2899
Joined: 2010-08-23 14:53

Re: [WIP] RPG-7

Post by Doc.Pock »

i see what is missing, though i dont exactly understand how its supposed to work. do you maybe know of a video demonstrating it, or have an RPG by hand to show it?
Raic
Posts: 776
Joined: 2007-02-24 15:59

Re: [WIP] RPG-7

Post by Raic »

Big image with the sights in use.
you use the little "window" to see the range number/line and then aim with the little grove. Have no idea what the numbers stand for as they seem to start from 5. Tens of meters?
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