[WIP] Russian Kornet ATGM
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CaptMiller
- Posts: 405
- Joined: 2016-04-14 16:15
Re: [WIP] Russian Kornet ATGM
Think main tube looks is too fat






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SyriousT
- Posts: 298
- Joined: 2014-06-09 10:50
Re: [WIP] Russian Kornet ATGM
the updated version, Fixed tube and added few smoothing groups . i dint see ant deference can anyone tell me if the groups are correct or not?
https://p3d.in/3J9yk
https://p3d.in/3J9yk
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CaptMiller
- Posts: 405
- Joined: 2016-04-14 16:15
Re: [WIP] Russian Kornet ATGM
round parts looks is too lowpoly and smoothing groups on main tube think still need work


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anantdeathhawk
- Posts: 641
- Joined: 2015-11-12 21:11
Re: [WIP] Russian Kornet ATGM
For smoothing groups checks renders from time to time, "rendering" on the top bar.Also watch the smoothing tutorial video again, and those pics by [R-CON]Mr.VdHeide.[R-DEV]Rhino-
...., you really need to get the proportions on what you spend your triangles on right, for both this, and the Super Etendard as I've mentioned before. By this what I mean is the main tube of the weapon only has 18 sides, where that tiny tube the fore grip attaches to, has from the looks of it the same amount, can't count it because its so small.
This is basically what you have now, where in my example the large tube which has a radius of 500mm, has 32 sides, and the small tube which has a radius of 100mm, also has 32 sides.
Now as you can see above, the smaller tube is far more detailed in relation to its size, than the big tube. Since it is 1/5th the size of the big tube, it should really have around 1/5th the sides to be in the same detail ratio, so giving it 8 sides, which is a little over 1/5th, is about right in this case.
Although a little more than that would be fine too, like here with 12 sides, means its slightly above the detail ratio of the big tube, but doesn't look overly blocky since its a round object, but doesn't have the overly smooth, with effectively wasted tris, of the 32 sided small one above.
The main point is smaller objects, need fewer sides/detail/sides, where big objects need more, and keep them in around the same detail in relation to their size. This is why tiny details like bolts etc, have very few tris at all on a model, as you can see on my Blowpipe here, with the slight exception of a few bits like some of the nobs since as this is a 1p weapon, they are right in the face of the player and silhouette a lot so they need extra detail.
Better seen on the main tube, since the front is much more detailed than the back, where you can see in these pics, the front tube has 64 sides, and the back which is around 1/2 the size, has 32 sides.
Also note this plug connector, which is around 1/2 the size of the back tube, again has 1/2 the sides of it, at 16 sides, with the tiny inner pins only having 5 sides each.
Thirdly, as per the blowpipe, this should really have a hollowed interior, since firstly, two cones like you have done above, are the same amount of tris as a straight cylinder, but mainly because this weapon has such a big boar that you will be able to see really easily though it once its been fired etc, like the blowpipe.
Another thing to note with the Blowpipe that might help you in this case, but probably not on the Carl since its wall is so thin and pretty much the same size all the way though, is that I made the main interior of the small tube have only 16 sides, where the outer has 32, even thou its not 1/2 the size, which you can hardly notice since the only place it silhouettes is when you look directly though it, which isn't often, but again, will probably not be possible with the Carl without making it look silly.
Lastly make the 1st person model first, and 3rd person once that's done. So you need to think in terms of what the players camera view is going to be close to and see mostly though normal holding, and firing/reloading animations etc, and spend a little more detail on the things he going to get really up close and personal too. Also make sure this model can work for the animations so make sure the back hatch can open etc to load a new round into it, etc. Video of the Blowpipe animations where hopefully you can see what I mean:
This is the 3p model of the blowpipe, note how much lower detail it is:
It is also worth noting what the normals are doing, which them, and the textures in this case are baked off the 1p model:
..........
BTW for the main tube, I would recommend around 64 sides to keep it nice and smooth for the 1p model. 3p could be around 24 sides.
Last edited by anantdeathhawk on 2016-10-06 13:20, edited 1 time in total.
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SyriousT
- Posts: 298
- Joined: 2014-06-09 10:50
Re: [WIP] Russian Kornet ATGM
thanks all for help, i think this website is corrupting the model(.obj). when i render it(.max), it looks good not like the website version.
- Mineral
- Retired PR Developer
- Posts: 8534
- Joined: 2012-01-02 12:37
- Location: Belgium
Re: [WIP] Russian Kornet ATGM
yeah some of those 3D websites fuck up the smoothing if you don't use the exact right format they want. screenshots of 3dsmax are always better when showing smoothing.

















