[Weapon] L115a1 [W.I.P.]

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ice_killer
Posts: 2361
Joined: 2007-02-15 16:20

Re: [WEAPON] L115a1 [W.I.P.]

Post by ice_killer »

'[R-CON wrote:Z-trooper;886863']What he means is that bf2 (and pretty much all other game engines around) dont like the so called "Ngons" ("N" being a random single digit number equal to or greater than 3), but in the world of computer graphics the term is used when talking about polygons with more sides than 3 (so N > 3).

Anyways... The point being, ALL computer graphics is handeled on a triangle level (all geometry with a surface - so wireframes are excluded from this). To define a surface in 3D all real time gfx systems (games) use the simplest primitive to build surfaces. Triangles. That is also why people should really report their triangle count (its what counts when it comes to performance). A "polygon" is a "many sided face" with all from 3 to infinite sides, so polygon counts are utter useless for limits for games.

Anyway (got a bit carried away there, sorry :roll :) , your modeling environment might be alright with you having "Ngons" in your mesh (well, actually you dont have, you just cant see the triangles by default - go to edge sub object level and hit "turn", there you can edit and see your triangulation...). When importet into a engine it might cause errors (not bf2, mostly very old engines or simple exporting plugins), or it sets a random triangulation (bf2) of the undefined hard edges you see under the "turn" tool, which can cause smoothing errors or just wierd mesh surfaces.

So when you are 100% done with the model, go through it and connect all verts so its made up of only triangles (probably quickest after UV mapping so it dosnt get cluttered and you forget to map very small or thin triangles)

Sorry for the confusion :D its not that important yet.


and some whise words of Z :mrgreen, youre forgetting that games CAN handle polygons (4 sides) and that Ngons are 5 or more sides :D
I7 980X, REX3, Dominator GT 12G, 4X XFXHD6970 2G yes Quadfire , SSD 3x Raptors 2X 1.2 KW :mrgreen:
Scot
Posts: 9270
Joined: 2008-01-20 19:45

Re: [WEAPON] L115a1 [W.I.P.]

Post by Scot »

Great work mate!!
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PlaynCool
Posts: 711
Joined: 2008-04-06 21:51

Re: [WEAPON] L115a1 [W.I.P.]

Post by PlaynCool »

Cant wait for new pictures of this beutiful model.
Gaz
Posts: 9032
Joined: 2004-09-23 10:19

Re: [WEAPON] L115a1 [W.I.P.]

Post by Gaz »

exec_4ever wrote:Just don't stop trying, the first time I've opened up 3dsmax, I had a Brain BSOD. A clanmate of mine teached me the basics, then I started looking for tutorials and learned something. After that, I spend some months "studying" free models, trying to understand how the F* the guy made it and how to apply what I've observed into something useful. Then I spend some weeks in more tutorials and then I started modelling useful things. Due to some memory leaks and a HD failure, I lost a bunch of bookmarks, tuts, models, porn and etc... :lol:
After all this ****, I started learning BUGfield2 Editor, but I had a so shitty experience, that I burned it away from my computer and got back to 3ds. :twisted:

In February or March next, I'll join 3dsmax classes, to learn other technics of modelling, UVing, texturing, rendering, creating materials and other interesting things that free tuts doesn't teach... :p



After a big text, a little render:

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Looking good exec, but you are aware you're comparing an L115A1 (your model) with an L115A3 (the image on the right)?

Also, I'm sorry to hear about the sad loss of your porn. ;)
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"By profession I am a soldier, and take pride in that fact. But I am prouder, infinitely prouder, to be a father". - Gen Douglas MacAurthur.
-Proud wearer of motorcycle helmets since 1998.
Z-trooper
Retired PR Developer
Posts: 4166
Joined: 2007-05-08 14:18

Re: [WEAPON] L115a1 [W.I.P.]

Post by Z-trooper »

'[R-CON wrote:ice_killer;887230']youre forgetting that games CAN handle polygons (4 sides)
True, games can handle quads, but they only make them as quads if all verts are in the same plane, or else it cuts an edge at random ;)
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"Without geometry, life is pointless"
marcoelnk
Retired PR Developer
Posts: 1581
Joined: 2007-03-03 11:30

Re: [WEAPON] L115a1 [W.I.P.]

Post by marcoelnk »

[R-CON]Z-trooper wrote:True, games can handle quads, but they only make them as quads if all verts are in the same plane, or else it cuts an edge at random ;)
what language are you guys talking ? :D
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AnRK
Posts: 2136
Joined: 2007-03-27 14:17

Re: [WEAPON] L115a1 [W.I.P.]

Post by AnRK »

Binary+
Exec
Posts: 295
Joined: 2008-01-10 19:51

Re: [WEAPON] L115a1 [W.I.P.]

Post by Exec »

Marco, we are 1337wtfbbq, we're talking in braille.
ReconAus wrote:looks great, how did you make the stock and the bolt ?

Recon
The stock was pretty easy, but for the bolt, I have 25mb of pics that jhoson14 found for me. That guy is a nicepicfinding machine :lol:

Valeu jhoson! :p
[R-DEV]Gaz wrote:Looking good exec, but you are aware you're comparing an L115A1 (your model) with an L115A3 (the image on the right)?

Also, I'm sorry to hear about the sad loss of your porn. ;)
Yeah, today I'm gonna make it look like a L115a3, by adding the foldable stock and redoing the main body, 'cause it's a bit squary. :)
I'll also model the scope base and may be some details existing only in the G22.

About the porn, stop remembering me of that, it makes me cry. :p
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DeltaFart
Posts: 2409
Joined: 2008-02-12 20:36

Re: [WEAPON] L115a1 [W.I.P.]

Post by DeltaFart »

Hey man can you show us a picture of the bolt? It would be nice to know the block on the end is seperate from the bolt so in the animation it doesnt get turned :(
Exec
Posts: 295
Joined: 2008-01-10 19:51

Re: [WEAPON] L115a1 [W.I.P.]

Post by Exec »

Fart, does the render answer your question? :D

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McBumLuv
Posts: 3563
Joined: 2008-08-31 02:48

Re: [WEAPON] L115a1 [W.I.P.]

Post by McBumLuv »

Is that a suppressor? :D

BTW, as stated before, this is a beautiful model.
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Exec
Posts: 295
Joined: 2008-01-10 19:51

Re: [WEAPON] L115a1 [W.I.P.]

Post by Exec »

Hell yeah! =P

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Hensoldt for Germans, S&B for Brits and MkII for Aussies. :twisted:
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marcoelnk
Retired PR Developer
Posts: 1581
Joined: 2007-03-03 11:30

Re: [WEAPON] L115a1 [W.I.P.]

Post by marcoelnk »

niiice !
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Exec
Posts: 295
Joined: 2008-01-10 19:51

Re: [WEAPON] L115a1 [W.I.P.]

Post by Exec »

Thanks! :P

btw, today's my father's 69th birthday, so there is a very small chance of other updates for today.. ;)
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jhoson14
Posts: 18
Joined: 2008-07-07 17:48

Re: [WEAPON] L115a1 [W.I.P.]

Post by jhoson14 »

Awesome.

Cant wait to see this little beast finished.
Scot
Posts: 9270
Joined: 2008-01-20 19:45

Re: [WEAPON] L115a1 [W.I.P.]

Post by Scot »

Just PRgasmed. That is sexier than nickbond naked.
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McBumLuv
Posts: 3563
Joined: 2008-08-31 02:48

Re: [WEAPON] L115a1 [W.I.P.]

Post by McBumLuv »

Scot wrote:Just PRgasmed. That is sexier than nickbond naked.
I don't think that's much of a compliment...

















For the model at least :D
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SuperTimo
Posts: 2079
Joined: 2007-07-31 09:25

Re: [WEAPON] L115a1 [W.I.P.]

Post by SuperTimo »

woo winnage :)

nice work mate, hope to see it in game at some point
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McBumLuv
Posts: 3563
Joined: 2008-08-31 02:48

Re: [WEAPON] L115a3 [W.I.P.]

Post by McBumLuv »

Sparky Speirs wrote:nice job exec_4ever!! L115A1 + Schmidt & Bender 5-25x56 + suppressor = :D
Ah ah ah, L115A3.

Actually, you should change the title as well.
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