[Weapon] Hk 33

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Tim270
PR:BF2 Developer
Posts: 5166
Joined: 2009-02-28 20:05

Re: [Weapon] Hk 33

Post by Tim270 »

izmash wrote:I've got few questions about making low poly:
1. Do scope need to have lenses on both front and back?
Yes, rounded lens (like Irl), just needs one at each end then we apply a semi-transparent texture to it.
2. What is final limit for 1p model 5k verts?
Measure in triangles rather than verts - triangles is what it ends up as ingame. Triangle count looks all okay on the face of it though, some areas like symmetry lines you can remove to cut some for final low poly.
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Operator_Max1993
Posts: 115
Joined: 2021-03-25 20:40

Re: [Weapon] Hk 33

Post by Operator_Max1993 »

now, i do love the MEC's G3A3, and i don't really see any problems (yes the recoil can be a bit of a pain, but i fell in love with the G3 rifle since i was little (btw the Greek and Cypriot army uses them as well to replace the German Mannlicher Schoenauer 1903 , British Lee Enfield No.4 and American M1 Garand rifles, also would love a Cyprus map, could be like the Falklands war but with lots of G3s instead of lots of FN FALs)

and again, i saw plenty of people in the forums cry about the MEC's G3A3 rifle and then they suggest about making the MEC into another boring AK based faction, oh please don't (i literally got bored alot with AK based factions though thank god that there's other OPFOR factions that aren't completely AK based (like Hamas with their old school M16s, ARF and Argentina with their FN FALs, China with their QBZ Type 95s)

to those kinds of threads i'd just make a rant and finish off with #NotMyMEC

but i do love the HK33 (and G41), and honestly i'd like to see it in Project Reality (maybe along with the HK-53 or HK-51), maybe have it for some MEC kits or have a "Reservist" or Subfaction of the MEC (i remember going around the PR forums and digging out something about having a reservist army of the IDF armed with M16s instead of Tavors, but that didn't happen)
izmash
PR:BF2 Contributor
Posts: 52
Joined: 2015-06-02 20:27

Re: [Weapon] Hk 33

Post by izmash »

I have another few questions:

1. Do i need to model 5.56 round by myself or it is in game files? What about textures for it?
2. Do i need two lenses in scope modeled or only first one (I saw two lenses in most of scopes)?
3. As i saw in meshview there is entire geometry only for scope, but what is the correct way to model that.
4. Does full weapon with attachments need to be packed in one UV?
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Mats391
PR:BF2 Lead Developer
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Joined: 2010-08-06 18:06

Re: [Weapon] Hk 33

Post by Mats391 »

1. We have common meshes you can re-use. What format would you need them? 3ds or obj for Blender?
/objects/weapons/common/textures/ammo/ammo_c.dds

2. Not sure I understand, but you will need 2 lenses for 3p mesh. In 1p probably wont matter much

3. I am not sure if this zoomLod would be done by you or the exporter later. It would include the scope (including the reticle) in a close up as well as everything that will be visible when zoomed in

4. As little materials as possible is always the best. However if you can re-use some attachment from existing weapons (e.g. other aimpoints used by MEC), re-using them would be better and also saves time ;)
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izmash
PR:BF2 Contributor
Posts: 52
Joined: 2015-06-02 20:27

Re: [Weapon] Hk 33

Post by izmash »

Quick update :D
Im messing with textures and export options.
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ismaelassassin
Chilean Forces 1978 Faction Lead
Posts: 196
Joined: 2017-11-20 18:40

Re: [Weapon] Hk 33

Post by ismaelassassin »

This is great! I wonder how it looks on a different light. I want to see how that metal looks :o
Also, you working on the LODs?
Last edited by ismaelassassin on 2023-03-19 17:43, edited 1 time in total.
Reason: lods
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izmash
PR:BF2 Contributor
Posts: 52
Joined: 2015-06-02 20:27

Re: [Weapon] Hk 33

Post by izmash »

Yes, i'm working on them as well, but for now i was trying to solve how to proper export and some other issues
Tim270
PR:BF2 Developer
Posts: 5166
Joined: 2009-02-28 20:05

Re: [Weapon] Hk 33

Post by Tim270 »

Looking good! dont be afraid to paint in some subtle highlights on the polymer so make the edges pop a bit more.

Other thing to think about is your scratches and wear - for example the mag, you wont get scratches in the recessed areas. Im guessing its a mask in painter, but doing a bit of hand painting there in the mask really helps sell it.

Keep it up!
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izmash
PR:BF2 Contributor
Posts: 52
Joined: 2015-06-02 20:27

Re: [Weapon] Hk 33

Post by izmash »

I worked a little bit more on body textures and it looks better now.
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PotatoLord
PR:BF2 Contributor
Posts: 69
Joined: 2020-11-17 15:23

Re: [Weapon] Hk 33

Post by PotatoLord »

Damn dude this looks really nice, can't wait to see it in game
anantdeathhawk
Posts: 641
Joined: 2015-11-12 21:11

Re: [Weapon] Hk 33

Post by anantdeathhawk »

Looks good.
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Tim270
PR:BF2 Developer
Posts: 5166
Joined: 2009-02-28 20:05

Re: [Weapon] Hk 33

Post by Tim270 »

Hello izmash,

Just a little feedback, not the end of the world but we sometimes include the safety in the animation. Most likely its not required here, but good practice for FPS guns is stuff like safety, magazine, bolt etc any moving parts, bake them separately so they can be animated without any shadows.

https://i.gyazo.com/8370c1730f2a3b0e482 ... 86c4fa.png

My only other feedback is on the texture - generally the bf2 lighting is quite flat and your diffuse (remember we use diffuse map with a greyscale specular map NOT PBR like modern games with roughness/metalness map) painting some very subtle lighting highlits into your diffuse can help a lot. Have a browse of the existing PR weapon textures (g3 etc) for some reference on this.

Feel free to DM me any files/images if you want anymore feedback, otherwise we can possibly looking at moving the weapon to exporting to the game.
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