[WIP] [Vehicle] Super Etendard

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anantdeathhawk
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Joined: 2015-11-12 21:11

Re: [WIP] [Vehicle] Super Etendard

Post by anantdeathhawk »

@R-DEV Rhino: what are your thoughts on this?

IDF: Fight for Independence mod for Battlefield 2 - Mod DB

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Rhino
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Re: [WIP] [Vehicle] Super Etendard

Post by Rhino »

Hard to tell from the pics since the main parts are pretty far away but look pretty good on the whole, the main thing would be possible it could do with a higher rez textures (but maybe the main area is a lot higher rez thn the back area, as it should be, also a few tiny UV errors here like on the side of the ejector handles etc), could also do with a lot more ware/dirt and doesn't need so much 3D detail in areas the pilot is hardly going to look (all the switches on the side of the chair could have been 2D but not a huge issue) and the area in front of the cockpit could possibly do with more 3D detail, but hard to tell from this pic. This also isn't comparing it with any refs for inaccuracies etc.

Also for your bolts etc here:
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Wouldn't have the box base, even if they are on the refs (got any good ones of them?) which I can't really see them, not worth the tris, will just zfight and can do them in the normals. The main thing is the actual nut/rivet or w/e it is.

Also could do a shot from the cockpit camera (right click on the top right of the perspective viewport where it says "Perspective", then in view and click on the camera you wish to change its view to, then take a screen of that :) )

BTW if your looking for some more examples on top of the ones I posted before in this topic, this isn't a bad one to follow, but again, could have a bit more 3D detail, higher rez textures and in some cases doesn't need some 3D detail like the base of the nut, that has a high chance of zfighting (even when not on the edge of a 16km map like your jet will be at times where zfighting, vertex wobble is at its worse in BF2)
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Last edited by Rhino on 2018-02-03 15:48, edited 1 time in total.
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anantdeathhawk
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Re: [WIP] [Vehicle] Super Etendard

Post by anantdeathhawk »

OK!, will post with the changes, soon.
Thanks! :-)
anantdeathhawk
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Re: [WIP] [Vehicle] Super Etendard

Post by anantdeathhawk »

Update:

New Cockpit Bolts.

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Cam View and position.

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Cam Parameters.

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Thanks!
Rhino
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Re: [WIP] [Vehicle] Super Etendard

Post by Rhino »

Looking good, a few small points thou. Firstly it looks like the bolts might be floating off the canopy arch a little? If so they need to intersect it a tad otherwise will look really obvious once lighting is applied. Also think the very last edges at the top of the arch could be chamfered a little to give a smoother transition to the flat top side, right now its quite abrupt, but the shape itself is fine, just needs smoothing off with a chamfer or two :)

As for the camera settings, think your having issues due to different screen ratios and the FOV setting I've given is for a 16:10 ratio. Try keeping the camera where it was before and changing the FOV until it looks good, and then if you can do a render with lighting (a skylight alone should be fine), possibly even keep the camera where it was and do a 1920x1080 (16:10) render from where it was before would be best of all (right click on the viewport name and enable safe frames once you've set the render rez correctly to see how it will look properly in the render, in your viewport). That will give us the best idea of how it will look in-game and what might need to be tweaked ;)

Keep up the good work!
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anantdeathhawk
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Re: [WIP] [Vehicle] Super Etendard

Post by anantdeathhawk »

Hey!

Mentioned changes are done. Bolts penetrate at the ending of the group and are well placed now.Arch smoothened, both for the LP & HP.I hope the render is like you wanted.

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Thanks! :smile:
Rhino
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Re: [WIP] [Vehicle] Super Etendard

Post by Rhino »

I meant chamfering the whole loop, not just the top edge :p
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anantdeathhawk
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Re: [WIP] [Vehicle] Super Etendard

Post by anantdeathhawk »

Chamfered the whole loop. :-)

Screens:

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anantdeathhawk
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Re: [WIP] [Vehicle] Super Etendard

Post by anantdeathhawk »

Update:
:D
New objects has been created like detonation boxes and cords around the canopy, compass and clock mounts (2D planes), some mounts and a lever.

Screens:
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Renders:
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Video:


Thanks!
Rhino
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Re: [WIP] [Vehicle] Super Etendard

Post by Rhino »

Nice work. Think it is best you send me over the files so I can give you some proper feedback. Also can you post all the refs showing the rearview mirror in the cockpit, just can't seem to see any on the old version of the Etendard in my refs. In fact best you send me all your cockpit refs with the files. Thanks.
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anantdeathhawk
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Re: [WIP] [Vehicle] Super Etendard

Post by anantdeathhawk »

File sent in PM. :smile:

I used the same references you provided and some SE cockpit flight videos on youtube.The mirror is just guess work, looking at the reflection on the pilot's visor and the fact that most cockpit mirrors curve like that.

Thanks! :smile:
Rhino
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Re: [WIP] [Vehicle] Super Etendard

Post by Rhino »

Haven't had time to go over it fully but after a quick look, it looks like there is quite a bit that needs fixing.

As for the rearview mirror, think it is best to remove it, mainly because there is no decent way of doing mirrors in BF2, the best you can do is an ENVmap reflection which means you just get a pre-generated reflection on it from the closest ENVmap (cubemap) the object is at the time on the map, with instant switching between them which looks really bad and obvious, espically with hard reflections like this would need, and ye, since its right in the players face and will need to be a full reflectivness to look anything like a mirror, its just going to look terrible.

That, combined with there being no refs on it being on any of the Argentine SupEts during the Falklands war, and that it is also costing extra tris and texture space, I see no good reason to keep it.

If it was there on every single ref and was a staple part of the SupEt then it might be worth trying to get it to work but since it isn't, I see no reason for it when it is most likely just going to look pretty bad at the end of the day, can remeber having a slight EVN reflection of the HUD glass of one of the jets looked really bad during the instant transition between different ENVmaps, and that only had a slight reflection let alone a pretty solid one that this would need.
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anantdeathhawk
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Re: [WIP] [Vehicle] Super Etendard

Post by anantdeathhawk »

Alright i'll remove the mirror. There's no rush, take your time, i'll wait for your detailed feedback.

Thanks! :-)
anantdeathhawk
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Re: [WIP] [Vehicle] Super Etendard

Post by anantdeathhawk »

Feedback please!
Thanks.
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Mineral
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Re: [WIP] [Vehicle] Super Etendard

Post by Mineral »

Rhino is currently taking a break from modding as he is busy in real life with some bigger things.

So unfortunately he won't be able to give you feedback at this moment.

Perhaps another 3d artist within the team can take a look here ?
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WeeGeez
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Re: [WIP] [Vehicle] Super Etendard

Post by WeeGeez »

He deserves a break, 46,547 posts on the forum and every one is almost a book in length :p
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Cheap computer build / fast track upgrade for slow computer for PR > Guide
sweedensniiperr
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Re: [WIP] [Vehicle] Super Etendard

Post by sweedensniiperr »

how dare he
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Rhino
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Re: [WIP] [Vehicle] Super Etendard

Post by Rhino »

lol ^

anant have a look over my past feedback and try and apply it to the cockpit as most of the mistakes I saw where ones you've made in the past too and just think on each bit if you can apply it to anything in your cockpit and is there anything that doesn't look optimized or is welded up etc to you. Like for example the main cockpit body is in lots of bits and should really all be one object.
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anantdeathhawk
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Re: [WIP] [Vehicle] Super Etendard

Post by anantdeathhawk »

To RDEV Mineral: Ohh! , didn't know that he's still busy.
Yes please, i need all the help you guys can give.
Thanks!

To RDEV Rhino: Okay, i'll weld things up, and do my best. But Does tanks in PR have unwelded things on the outside body? or it works fine but welding most things is the best way to go?
Thanks!

To WeeGeez :O f course. :)

To Sweedensniperr:You want to sink that ship or not? :p
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Rhino
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Re: [WIP] [Vehicle] Super Etendard

Post by Rhino »

Look back over my old feedback and see if you can apply it to parts of the cockpit as you've made the same kinda mistakes you did on the main model.
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