[WIP] Russian Kornet ATGM

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Mineral
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Re: [WIP] Russian Kornet ATGM

Post by Mineral »

Welding is for lowering the amount of unnecessary vertices and mostly (from what I know ) to avoid Z-Fighting. (https://en.wikipedia.org/wiki/Z-fighting).
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SyriousT
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Re: [WIP] Russian Kornet ATGM

Post by SyriousT »

Main post is updated , I think its finished do you think otherwise? does it need something else ? is 7k tris a good count for ATGM (~4500) + Missile (~2500)?
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Mineral
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Re: [WIP] Russian Kornet ATGM

Post by Mineral »

https://www.youtube.com/watch?v=-Iswm1xKtGs&gl=BE

I think many of those smaller cylinders could have fewer edges.
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SyriousT
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Re: [WIP] Russian Kornet ATGM

Post by SyriousT »

thanks for the tip , its done!
i removed the missile for now its very distracting and now tri count looks better :D yeah im cheating ;)
Last edited by SyriousT on 2016-02-13 13:24, edited 1 time in total.
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Mats391
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Re: [WIP] Russian Kornet ATGM

Post by Mats391 »

Looks good from my coder POV :p
Missile does not need to be high quality. I suppose you wont see it while it is inside the launcher and while flying no one has time to look at it for long anyway.
One thing that has nothing to do with model itself: Please use an image hosting website such as Imgur: The most awesome images on the Internet . The way you do it right now does not resize the image which makes reading this thread a bit annoying.
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Mineral: TIL that Wire-guided missiles actually use wire
SyriousT
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[WIP] Russian Kornet ATGM

Post by SyriousT »

ok I will ,sorry for that . about the missile i already reduced the details to less than 1k tris :) i will upload new pictures when i can and fix the existing pictures
Last edited by SyriousT on 2016-02-12 22:30, edited 2 times in total.
Rhino
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Re: [WIP] Russian Kornet ATGM

Post by Rhino »

Right now, your small details are taking up far too many tris, and your large parts, do not have enough tris (mainly the main launcher tube). Detail needs to be evenly distributed so that the entire object has the same level of detail, with the exception of things like things closer to the players face in a first person model, need more detail than the rest of the model, like the iron sights on a weapon for example.

Note here how the edges on both the barrels, and the reviver, have the same size of tris between them, depending on their size, where those little handles at the top have fewer tris, but the same size of edges, because they are much smaller, but to a player, they will look to have the same smoothness, since they have eventually spent triangles on both.
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And for the exception about 1p models, you can see here on the iron sights (and other things around them), they have far more tris than anything else, since they will be right in front of the player, and as such, need more tris, on the first person model only mind you, 3rd person model will have far fewer tris for these small details to match the rest of the model:
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Spread your detail evenly across your model and your model will look so much better for it, as well as be far fewer tris than it currently is ;)
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SyriousT
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Re: [WIP] Russian Kornet ATGM

Post by SyriousT »

does this look better?is this what you meant?

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isnt the 1p view is the scope? I mean the launcher wont be shown right?
and the second 1p camera view (when hitting C) is the player looking from above the launch tube, so the tube must be detailed (like you said) and its been so. so the details of the actual optical on the model (in the bottom of the model) could could have details reduce . about the tri count , What is the tolerance there? I mean isnt ~3500 a good count?
Last edited by SyriousT on 2016-02-13 15:39, edited 1 time in total.
Rhino
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Re: [WIP] Russian Kornet ATGM

Post by Rhino »

SyriousT wrote:does this look better?is this what you meant?
Possibly a little bit better since the main tube is more rounded now but a long way to go until all the objects have the same level of detail to size ratio. And best to give full edged framed pics, instead of just tiny ones with the other wire views also being tiny, hard to see anything...
SyriousT wrote:isnt the 1p view is the scope? I mean the launcher wont be shown right?
and the second 1p camera view (when hitting C) is the player looking from above the launch tube, so the tube must be detailed (like you said) and its been so. so the details of the actual optical on the model (in the bottom of the model) could could have details reduce . about the tri count , What is the tolerance there? I mean isnt ~3500 a good count?
One 1st person view/LOD might be just the scope, but you will also want another first person model for the launcher, for when yes, your looking outside of the scope above it. Our current AT weapons don't have a 1p model for that so they have to use their 3p model and it looks low detail and crappy when up that close and since you can easily make a 1st person model for yours, you should.
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SyriousT
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Re: [WIP] Russian Kornet ATGM

Post by SyriousT »

First of all , Thank you very much Mr.Rhino for bearing with me since the very start.
Now I made few adjustments here. What is not visible in the 1p had details reduction. how ever the launch tube I deleted the previous stripes that connect the tube with the rest of the launcher . now after you said the 1p objects must be detailed I am thinking of getting them back with higher details than before . we will see what happens :D

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EDIT:tomorrow i will update my latest work
Last edited by SyriousT on 2016-02-18 11:35, edited 2 times in total.
SyriousT
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Re: [WIP] Russian Kornet ATGM

Post by SyriousT »

Whenever i click anywhere on 3ds max it crashes , only when i have the model loaded please dont tell me i have to re-do it from my last prototype ?
SyriousT
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Re: [WIP] Russian Kornet ATGM

Post by SyriousT »

So i repeated the last few stuff really quick after the crash problem . the tri count now is increased because of the connecting stripes it looks more detailed for the 1p view but i think its a waste of tris . i have another version without them its about 2900 tris (pretty much like the last update with few minor stuff fixed)

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this is the alt 1p view, its bit corrupted but its clear enough for the important goal i want to show:

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SyriousT
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Re: [WIP] Russian Kornet ATGM

Post by SyriousT »

here is a small update ,sorry its been a while but i dont have a lot of time to work on it

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Ratface
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Re: [WIP] Russian Kornet ATGM

Post by Ratface »

SyriousT wrote:Whenever i click anywhere on 3ds max it crashes , only when i have the model loaded please dont tell me i have to re-do it from my last prototype ?
Sorry, didn't notice this before. Did it crash when you left clicked any mesh? For me this usually fixes it. Left click your meshes until you find out which one it is that causes the crash. When you find it, load up again and instead of left clicking that mesh, right click it directly and select "convert to editable poly". That usually makes it selectable again without causing any crashes.

Just make sure to back up often, I usually have about 100 or more Max files when I'm working on a project after all the saves during the process :)
SyriousT
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Post by SyriousT »

Thanks for the help but i had as you said back ups and just loaded the previous back up file and continued from there
And I too have +100 file about 120 maybe :D
Jacksonez__
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Re: [WIP] Russian Kornet ATGM

Post by Jacksonez__ »

Hey are you still working on this? :O would be a shame if you weren't
SyriousT
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[WIP] Russian Kornet ATGM

Post by SyriousT »

It's been a while since I last done anything to the model . I have RL stuff needs to be done
solidfire93
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Re: [WIP] Russian Kornet ATGM

Post by solidfire93 »

freaking Awesome...
keep up the good work man :)
SyriousT
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Re: [WIP] Russian Kornet ATGM

Post by SyriousT »

sorry to revive this old thread but i want to know whats missing . idk why its corrupted maybe because there is no groups? anyway here it is:
https://p3d.in/1V7vv
anantdeathhawk
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Re: [WIP] Russian Kornet ATGM

Post by anantdeathhawk »

What's missing?,and don't be sorry,its not that old thread,and its for the model you are working on,so until development completes you can post here i guess.Model needs smoothing groups.

Explanation by [R-CON]Mr.VdHeide
Hi,


I promised you to send some pictures on how I do smoothing on my verhicles. So this is how I work, first of all here is the AML-90's fender that needs smoothing:

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So what you want to do is select all the surfaces in Element mode like this:

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Then go to Polygon Properties and select a smoothing group like this. Each smoothing group has it's own number (1-32).

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I randomly selected 18 this time, but you might as well select 32 or 5 or whichever one you would like. Just remember to use different smoothing groups for the different area's that need smoothing. For instance, if I would use 18 for the fender's top, but use the same smoothing group for the fender's side it would smooth the edge in between too and it would look ugly as fuck. So this is what it looks like after you have asigned a smoothing group to the surface:

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Just try it. It's actually not that hard and you will figure out what works and what soon when working on your own models.

Also here is a helpful tutorial on smoothing groups that [R-DEV]Mineral ones send me to help me modelling my truck:




Good luck,
Dj.
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