[Vehicle] Wiesel 2 Ozelot(BW)

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ShockUnitBlack
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Re: [Vehicle] Wiesel 2 Ozelot(BW)

Post by ShockUnitBlack »

CTRifle wrote: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
This. Otherwise you're doing a ton of stuff twice.
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Leut.dweed
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Joined: 2009-05-13 18:12

Re: [Vehicle] Wiesel 2 Ozelot(BW)

Post by Leut.dweed »

What do I need to fix? Hull is completely welded etc. Okay i can remake and bake the wheels, but what else? You guys are telling me of optimizing the model but I dont know what to do else. Its my first Model pls remember that.
Rhino
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Re: [Vehicle] Wiesel 2 Ozelot(BW)

Post by Rhino »

Leut.dweed wrote: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.
Well I've just had to do some research on this myself since your post hardly contained any info, and the Wiesel 1 and 2 are different enough to cause problems. Mainly the Wiesel 2 is longer than the 1, with an extra wheel on its tracks, with its stretched hull is going to cause serious problem when talking about sharing UVs and Textures between all the versions... As well as the hull being quite a different shape towards the back comparing pics quickly.... Best bet possibly would be to make the Wiesel 1 first, then make the Wiesel 2 on top but that is only with limited research into the differences but how much they can really share between each other in terms of UVs and Textures is questionable, but the aim is to make all the versions use as much from each other as possible, putting all the common components into a main sheet, then splitting up the other unique bits between each version into their own sheets.

My PC is down at the second so I can't give you any more examples of how I did the Zhi-9 and Panther series (although tbh I could improve on how I did them now if I was to do them again by some way but still the best examples I have) but basically the Zhi-9B (light transport version) and Zhi-9WA (light attack version) both use the same, core texture sheet, with the Zhi-9WA using another sheet on top for its differences and extra bits, but they both share 90% of the same textures.
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Leut.dweed wrote:Edit: Yeah the wheels. Im thinking about them since the beginning and I still have no idea how to make em
Like I said before, you do the bumps in the middle with normal maps, via the textures. This is something the texture artist dose later on, although yes, normals can be made from a high poly model for really detailed normals, the bumps on the wheels are very easy for a texture artist to do manually...
Leut.dweed wrote:What do I need to fix? Hull is completely welded etc. Okay i can remake and bake the wheels, but what else? You guys are telling me of optimizing the model but I dont know what to do else. Its my first Model pls remember that.
From what I can see, quite a lot, and that is before you begin to talk about things like UVs etc. Also as I said above, you first need to make the core version with the most common parts between all the versions, this most likely being the Wiesel 1 from my quick research on it, but you need to stand back, identify all the little differences between all the versions, look into which version has the most of these core common elements between all the versions and then ask how you plan on making all the little differences between each version, are they model differences or just texture differences, and what sheet should they be UVed onto etc.

TBH this is way to advanced stuff for someone who is just starting out modelling when talking about making many different types of the same vehicle that all share textures etc to make them as optimized as possible as you have no to little experience to work off, even the basic things like UVs which is a key thing here you have no experience in it looks like. You may want to consider dropping this for the time being and coming back to it later when you have more experience after doing something simpler but that's up to you.

EDIT: BTW for the TOW version, you should use the TOW missile launcher ingame for the launcher, which can be put on via a child object, like on the TOW HMMWVs etc.
Last edited by Rhino on 2013-06-22 04:41, edited 1 time in total.
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Leut.dweed
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Re: [Vehicle] Wiesel 2 Ozelot(BW)

Post by Leut.dweed »

Ok thank you very much, I think now I know what you mean now and totally agree to. Ill stop work for zhe wiesel 1 now and focus on the wiesel 2 ozelot. Ill continue work on it next week and try to redo/bake the wheels.
Rhino
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Re: [Vehicle] Wiesel 2 Ozelot(BW)

Post by Rhino »

Leut.dweed wrote:Ill stop work for zhe wiesel 1 now and focus on the wiesel 2 ozelot.
Like I said multiple times above, it should probably be the other way round since from the looks of it, the Wiesel 1 has more common components between the all the versions (especially since your making two+ of the Wiesel 1 version) and working the other way round will mean it will be much harder to optimize the UVs/Textures etc.

Also like I said, before you do any more, step back and make a plan which I suggest you post here of what your going to make, what are all the common and different bits you need to make, which bits your going to UV onto which sheet and what order your going to do everything in, otherwise your going to be ditching more work than you already have because you haven't thought ahead with also us looking over what your planning to do.

EDIT: also any reason why your not considering the Wiesel 1 Aufklarung (reconnaissance, armed with an MG3 and powerful optics) and the Wiesel 2 Command Post versions, since the Aufklarung could serve a purpose in some cases and the Germans don't currently have a command vehicle from what I can tell, unless there is another planned although this could always be an alternative version for some maps even if there is another one, since if it shares the same Wiesel common textures then hardly any extra load to have it on a map :)
Last edited by Rhino on 2013-06-23 06:42, edited 1 time in total.
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Amok@ndy
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Re: [Vehicle] Wiesel 2 Ozelot(BW)

Post by Amok@ndy »

the germans have a command vehicle atm rhino, we use the M113, while in reallife we would use a modyfied version of it

i the company i served we had 8 of those vehicles
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ghostfool84
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Re: [Vehicle] Wiesel 2 Ozelot(BW)

Post by ghostfool84 »

As far as i know the Wiesel 2 Command Vehicle is only used to Coordinate Mortar Strikes from Wiesel 2 Mortar Vehicles. I dont know but i think the APC Fuchs could fit for Command Post Missions. (edit: that what amokandy says ;) )

But apart from that i think it would be more useful if Leut finished first a vehicle that can be actually used instead of the static outpost.
Rhino
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Re: [Vehicle] Wiesel 2 Ozelot(BW)

Post by Rhino »

[quote=""'[R-DEV"]Amok@ndy;1904860']the germans have a command vehicle atm rhino, we use the M113, while in reallife we would use a modyfied version of it[/quote]

Can't speak from a realism POV but from a resources POV, better to have the Wiesel 2 CP rather than an M113 (which isn't even in the correct config) as the M113 isn't used anywhere else on the map (at least not with german camo afaik) so it has to load its own, unique textures, rather than with the Wiesel 2 CP which would be loading the common Wiesel textures (which would already be used by other Wiesels on the map, assuming they are being used) + a small extra sheet for any additional bits, as well as being made in the correct config :)

Although granted you could keep both and use the Wiesel 2 Command Post as an alternative CP vehicle for maps that the Wiesel is used on etc, providing its all realistic etc.

[quote="ghostfool84""]But apart from that i think it would be more useful if Leut finished first a vehicle that can be actually used instead of the static outpost.[/quote]

If you read what I've been saying for the past two pages or so, I'm talking about the best way of making each possible variant that might be used as to make a variant of a model isn't too hard, providing you have pre-planned how your going to do it before doing it otherwise you end up in a total mess with UVs, textures and obsolete versions etc.
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Amok@ndy
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Re: [Vehicle] Wiesel 2 Ozelot(BW)

Post by Amok@ndy »

nah using a Wiesel Command vehicle is not a realistic variant as its not used in that role
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Leut.dweed
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Re: [Vehicle] Wiesel 2 Ozelot(BW)

Post by Leut.dweed »

Just a little update to let you guys know that im still working on the Ozelot. Making progress with Normal Mapping after some problems at the beginning :) . But still need some time to get better at it.

[ATTACH]7651[/ATTACH]

Maybe someone got some tips for getting a better result.(Of course its not like i want to have it final, just for testing and training purpose) Thanks

Edit: Of course i get slightly better results when I play with the options at the material Editor but for me it does not look perfect at all :/. (Im learning the basics of Uving at the moment)
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Last edited by Leut.dweed on 2013-06-26 14:09, edited 4 times in total.
lucky.BOY
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Re: [Vehicle] Wiesel 2 Ozelot(BW)

Post by lucky.BOY »

What does the wheel look like without a texture? Im not sure whats going on in the picture.

If you are baking normal maps from a highpoly model, You should look into making the highpoly using the Turbosmooth modifier.
Leut.dweed
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Re: [Vehicle] Wiesel 2 Ozelot(BW)

Post by Leut.dweed »

lucky.BOY wrote:What does the wheel look like without a texture? Im not sure whats going on in the picture.

If you are baking normal maps from a highpoly model, You should look into making the highpoly using the Turbosmooth modifier.
Thank you, that looks much better, but somehow the map does not fit to the lowpoly. Anyone can help me?

Edit: The lowpoly for the picture was just a 12 sided cylinder
Leut.dweed
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Re: [Vehicle] Wiesel 2 Ozelot(BW)

Post by Leut.dweed »

Just a small update: Im still on it, finally baking is working for me :D . Started learning the basics of Unwrapping and Uving. Now i know a lot better what I need to do for the model itself. But unwrapping the Hull could get very difficult -.- . I will post some pictures next week
Tim270
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Re: [Vehicle] Wiesel 2 Ozelot(BW)

Post by Tim270 »

We are always here to help, dont be afraid to ask :)
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ghostfool84
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Re: [Vehicle] Wiesel 2 Ozelot(BW)

Post by ghostfool84 »

*bump

Anything new on this? Are you making some progress?
Leut.dweed
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Re: [Vehicle] Wiesel 2 Ozelot(BW)

Post by Leut.dweed »

Sorry for my extreme late response. But yes I?m doing progress. I never stopped learning modelling, unwrapping and texturing. Made big progress since my last post. I teached everything to my wife and shes studying "Virtual Design" now. So hopefully we can help you guys out within the next years.

I have to notice that the Wiesel 2 Ozelot would need to be redone for a proper implementation into an engine. Wiesel 1 would be possible in its state.
I?ll be back if I have some informations, but this can take a while...
Last edited by Leut.dweed on 2014-07-07 15:41, edited 1 time in total.
Rudd
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Re: [Vehicle] Wiesel 2 Ozelot(BW)

Post by Rudd »

I teached everything to my wife and shes studying "Virtual Design" now. So hopefully we can help you guys out within the next years.
thats cool :)

thanks for updating us!
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Raphavenger
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Re: [Vehicle] Wiesel 2 Ozelot(BW)

Post by Raphavenger »

Leut.dweed wrote:Sorry for my extreme late response. But yes I?m doing progress. I never stopped learning modelling, unwrapping and texturing. Made big progress since my last post. I teached everything to my wife and shes studying "Virtual Design" now. So hopefully we can help you guys out within the next years.

I have to notice that the Wiesel 2 Ozelot would need to be redone for a proper implementation into an engine. Wiesel 1 would be possible in its state.
I?ll be back if I have some informations, but this can take a while...
ITS ALIVE :twisted:
Leut.dweed
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Re: [Vehicle] Wiesel 2 Ozelot(BW)

Post by Leut.dweed »

A little update for you. We now personally know some people from Crytek(Modelling Team). If you have some questions regarding Cry Engine 3, because of Project Reality 2, ask here and we will ask them :) .

Edit: Im learning programming tfor half a year now, too :D
Last edited by Leut.dweed on 2014-10-25 15:55, edited 2 times in total.
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