Highpoly:


Lowpoly:


(upper cap will be added when UV mapping will be done)
Overall tricount ~ 11681 (4256 is scope with all needed attachments).














Of course, but isn't scope magnification low enough (2x) to just use it for close firefights? Anyway alternative sight will not harm.Hokunin wrote:Great work. Ironsights availability with scope is necessary, there is a dynamic sight change function in game.







It goes quicker indeed. Scope and knife models were made literally in 2 days. Texturing is still most time consumingHokunin wrote:I personally see nothing wrong with LODs(others could comment if there is an issue).
Great job! With acquired experience you should do other assets quicker now.

Not this one for sure. Actually, scope i have done is standard non-magnified red dot scope with attached 2x magnifier. So i can easily make this scope without any texture/UV changes:Rabbit wrote:Any CCO type optics? I have seen a mash of different things on them.
https://i.imgur.com/b4UInhj.jpg
Manly seen them with their para forces, not sure of its current state.

2daysHans_Strudel wrote:It goes quicker indeed. Scope and knife models were made literally in 2 days. Texturing is still most time consuming


UGL sights are deployed via animations, with the exception of weapons which have fixed sights that are always up.Hans_Strudel wrote:I was looking at FAMAS with rifle grenade and underbarrel grenade launchers and i can't understand how to setup lods for rifle grenade launcher. Why all grenade launchers have their sights undeployed and why i see them deployed in game? Why FAMAS have both deployed and undeployed sights and why grenade is separated lod?
So if my sights will not move during aiming (sights are fixed like on screenshot and aiming is provided by angling whole gun, there is also a 2nd way to aim by using level gauge installed on sights but i am still thinking about it's effectiveness in PR) i should place them in "deployed" state on model?Rhino wrote:UGL sights are deployed via animations, with the exception of weapons which have fixed sights that are always up.
As for the FAMAS, I haven't looked at the model/code but I'm guessing it's going to be setup in the same was as the RPG-7 where the rocket/grenade needs to be removed from the weapon after firing, and the only real way to do that is through switching LODs after firing, from a LOD with the rocket/grenade, to a LOD without the rocket/grenade, both on the 1p and 3p models.