[Weapon] H&K HK416 + Eotech

Discussion pertaining to the PR Dutch Forces faction.
halvor1
Posts: 1017
Joined: 2007-03-11 18:29

Re: [Weapon] H&K HK416 + Eotech

Post by halvor1 »

[R-CON]Z-trooper wrote:anyone that could use a quick overview of the process.. you for one as you have made some mistakes in managing this before, as well as using some wrong words.. nothing big, just posted it so people could have a chance to learn. Take it as you will.
managing process well i find it a bit offensive what you told me now speically the part that i mistakes manging this! What do you mean about that i understood that i might use wrong words when it comes to different words! Though that managing process i didnt quite understand!
Z-trooper
Retired PR Developer
Posts: 4166
Joined: 2007-05-08 14:18

Re: [Weapon] H&K HK416 + Eotech

Post by Z-trooper »

[R-MOD]KP wrote:Good stuff, Z! :D I never really had time to get into that stuff myself, but maybe in my summer vacation...

In the meantime... Interested in doing some UVing/LODs? ;)
Perhaps, but not right now, busy.. :)

Seems like a pretty awesome weapon to practice some texturing on too :twisted: although with these new triangle guidelines it could be a pain to UV :D will give it a think over the weekend.

@ halvor... nevermind what I said.
Image
"Without geometry, life is pointless"
halvor1
Posts: 1017
Joined: 2007-03-11 18:29

Re: [Weapon] H&K HK416 + Eotech

Post by halvor1 »

[R-CON]Z-trooper wrote:Perhaps, but not right now, busy.. :)

Seems like a pretty awesome weapon to practice some texturing on too :twisted: although with these new triangle guidelines it could be a pain to UV :D will give it a think over the weekend.

@ halvor... nevermind what I said.
No when you have stated a comment like that i would like you to explain why you would even bother to say something like that, without explainig?
KP
Posts: 7863
Joined: 2006-11-04 17:20

Re: [Weapon] H&K HK416 + Eotech

Post by KP »

Take the attitudes somewhere else, please. Z posted a good basic guide and corrected some mistakes of yours. Take it as help and don't be insulted. You're both good guys, just good at different things. ;)
Image
More guns and bullets make bad guys go away faster,
which in turn makes everyone in the area safer.

-Paul Howe
Spush
Retired PR Developer
Posts: 4359
Joined: 2007-02-19 02:08

Re: [Weapon] H&K HK416 + Eotech

Post by Spush »

havlor just chill, its a guide for anyone not meant to insult you...
halvor1
Posts: 1017
Joined: 2007-03-11 18:29

Re: [Weapon] H&K HK416 + Eotech

Post by halvor1 »

[R-CON]Spush wrote:havlor just chill, its a guide for anyone not meant to insult you...
lol i was just a bit bitter since he had said that one time to me and then he comes again and starts all over!
KP
Posts: 7863
Joined: 2006-11-04 17:20

Re: [Weapon] H&K HK416 + Eotech

Post by KP »

Updated EOTech 552:

Image

Still needs a few details, but it's getting there. Reckon I'll have the HK416 ready for texturing this evening. Need to figure out how many polies the rails take up, as it looks a little retarded with the rail covers on it. :razz:

EDIT: Z-trooper: Mind if I copy that work-flow overview of yours and add it as a thread in the Tutorials section?
Image
More guns and bullets make bad guys go away faster,
which in turn makes everyone in the area safer.

-Paul Howe
Z-trooper
Retired PR Developer
Posts: 4166
Joined: 2007-05-08 14:18

Re: [Weapon] H&K HK416 + Eotech

Post by Z-trooper »

[R-MOD]KP wrote: EDIT: Z-trooper: Mind if I copy that work-flow overview of yours and add it as a thread in the Tutorials section?
no problem, but I could make a bit more "professional sounding" one, hehe.

EDIT: strike that.. I'm making a little tutorial with a little example object being imported into BF2 as an example.
Last edited by Z-trooper on 2008-08-15 15:29, edited 1 time in total.
Image
"Without geometry, life is pointless"
KP
Posts: 7863
Joined: 2006-11-04 17:20

Re: [Weapon] H&K HK416 + Eotech

Post by KP »

Roger. You'll sort one out, then? 'Cause that was the best of its kind I've read in ages.
Image
More guns and bullets make bad guys go away faster,
which in turn makes everyone in the area safer.

-Paul Howe
Z-trooper
Retired PR Developer
Posts: 4166
Joined: 2007-05-08 14:18

Re: [Weapon] H&K HK416 + Eotech

Post by Z-trooper »

[R-MOD]KP wrote:Roger. You'll sort one out, then? 'Cause that was the best of its kind I've read in ages.
Jep.. done with the written part, now for the video tut..

[/offtopic]

EDIT: up.. https://www.realitymod.com/forum/f189-m ... -post.html
Last edited by Z-trooper on 2008-08-15 17:19, edited 1 time in total.
Image
"Without geometry, life is pointless"
KP
Posts: 7863
Joined: 2006-11-04 17:20

Re: [Weapon] H&K HK416 + Eotech

Post by KP »

Final layout:

Image

EOTech still needs a little work on the back, apart from that it's all done. Then I'll send it to Halvor, who'll send it off for texturing and so on. Any requests for textures (camo, etc.)?

And it needs to keep the rails to keep poly count down, it appears.
Image
More guns and bullets make bad guys go away faster,
which in turn makes everyone in the area safer.

-Paul Howe
Bernt
Posts: 51
Joined: 2008-03-16 11:13

Re: [Weapon] H&K HK416 + Eotech

Post by Bernt »

Wow nice :|
T.Parker
Posts: 34
Joined: 2008-08-14 15:55

Re: [Weapon] H&K HK416 + Eotech

Post by T.Parker »

Nice, +1 ... looks really good.
~ Nuntius Transmittendus ~

~ Ingame = T.Parker/NL ~

Image
I want to test :'(
Phoenix.86
Posts: 424
Joined: 2007-07-23 20:22

Re: [Weapon] H&K HK416 + Eotech

Post by Phoenix.86 »

Looks pretty damn badass KP! Can't wait to see the finished one :)
Image

ReadMenace: "...Could be wrong, the 6th soldier could be in the fetal position in the trunk. Or on the driver's lap. :D "Is that your radio poking me SL? Oh.. Ohgod.. It's not!"
Celica`
Posts: 174
Joined: 2005-11-20 11:52

Re: [Weapon] H&K HK416 + Eotech

Post by Celica` »

Yeh, for the texturing;

-Worn-off tan paint.

and

-Just black.

=]
Image
Korps Commando Troepen
Quote Morgan; Epic win proudly brought to you by EEF!
Glimmerman
Retired PR Developer
Posts: 3237
Joined: 2007-08-14 11:12

Re: [Weapon] H&K HK416 + Eotech

Post by Glimmerman »

Nice work KP, a true masterpiece :)
Grinch
Posts: 42
Joined: 2007-11-16 12:49

Re: [Weapon] H&K HK416 + Eotech

Post by Grinch »

Beautiful weapon. Beautiful work on modeling. KP you use 3DS Max?

I must tribute here that altough Finnish defence forces have troops in Afghanistan. Im waiting for mod about dutch forces out there. Dutch Forces number 1. Canadian 2.
AnimalMother.
Posts: 2476
Joined: 2007-02-25 15:38

Re: [Weapon] H&K HK416 + Eotech

Post by AnimalMother. »

That looks absolutely amazing!!

cant wait to run around with that
ex |TG-31st|
AnimalMotherUK - YouTube

vistamaster01: "I just dont get people with girl usernames/pics/sigs lol,
for example I thought AnimalMother was a girl :o ops:"

Arte et Marte
Brummy
Posts: 7479
Joined: 2007-06-03 18:54

Re: [Weapon] H&K HK416 + Eotech

Post by Brummy »

Swweeet
Locked

Return to “Dutch Forces”