[Weapon] Benelli M1014 [WIP]

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Z-trooper
Retired PR Developer
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Re: [Weapon] Benelli M1014[WIP]

Post by Z-trooper »

I know man, and you are doing great ;)

Your not online thats why I'm writing here 8-) *hint *hint
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"Without geometry, life is pointless"
motherdear
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Re: [Weapon] Benelli M1014[WIP]

Post by motherdear »

delta could you possibly do a clay render of this weapon (it looks good) and possibly a mental ray wireframe 3DS Mental Ray Wireframe WIPs - Game Artist Forums
Rhino gave me the link the other day and you can se the details much better :D
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DeltaFart
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Re: [Weapon] Benelli M1014[WIP]

Post by DeltaFart »

ok thanks, I've never used mental ray so that should help alot
Unless Z-Trooper would like to post renders :D
Z-trooper
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Re: [Weapon] Benelli M1014 [WIP]

Post by Z-trooper »

Sure, I'll post a few pics of it.
As well as showing you some of the areas that need work I hope that people will see why I try to preach screenshots of the viewport VS a render. The fact of the matter is that bf2 dosent "render" the geometry, it is real time shaded/rasterized like the viewport. So if it looks wierd in the viewport, it will also in the game. The only one people are fooling with rendering (especially with skylights) is themselves, work will have to be redone often.

Anyway. Enough preaching this time around :)

In broad terms this is one hell of a first/second model. With a bit more work it could actually be used.

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Alright, I'll go over a few of the most pressing issues. For more detailed feedback I'll have to look at some reference pics :)

Dont know what happened here but this needs to be either 1 og 2 loops of edges :)
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This is a common "problem" on model. There is a whole lot of intersecting geometry. I cant quite make up my mind if I should advice you to somehow re-model some of the stuff or not. The fact is that there is no convention on this matter, however I personally hate intersecting geometry for a lot of reasons I wont discuss here. So for now I'd say remove these two marked things and extrude them from the cirular thing instead.
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Overall you have a great understanding of not wasting polys, the only place that is a problem is here. I'd say you only need half the edges. And as a benefit it will give a better shape on the back part where it isnt curving perfectly.
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Another problem you werent aware of (I should probably have told you, but I probably forgot).
Game engines use backface culling (removing backfaces).
So some interior needs to be modeled. It really dosnt have to be all that detailed as it only will be seen from 3p view.

I've tried to mark another thing on this pic. Just scale down the polygon inside the tube a bit.
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Also a problem with backface cull here. Just cap the end border and it will be fine.
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The last thing here isnt really a problem yet. Its the last thing that needs to be done to the model anyway. Its called smooth grouping and I'll show you how when the time comes.
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At last, here is a simple render of the shotgun. How many problems can be seen here?
Only backface related problems. As well as a few N-gon problems (handguard + pistol grip), but we will deal with this when its time to export it.
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I know this may sound like a lot, but your are almost there mate :)
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"Without geometry, life is pointless"
DeltaFart
Posts: 2409
Joined: 2008-02-12 20:36

Re: [Weapon] Benelli M1014 [WIP]

Post by DeltaFart »

'[R-CON wrote:Z-trooper;917761']


Dont know what happened here but this needs to be either 1 og 2 loops of edges :)
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Hmm I thought I fixed that....Oh wait I think I fixed that when I was showing this to my brother after I sent it to you.

This is a common "problem" on model. There is a whole lot of intersecting geometry. I cant quite make up my mind if I should advice you to somehow re-model some of the stuff or not. The fact is that there is no convention on this matter, however I personally hate intersecting geometry for a lot of reasons I wont discuss here. So for now I'd say remove these two marked things and extrude them from the cirular thing instead.
Image

Hmmm, I've been trying to avoid extruding cause it seems to make the tris sky rocket along with chamfering

Overall you have a great understanding of not wasting polys, the only place that is a problem is here. I'd say you only need half the edges. And as a benefit it will give a better shape on the back part where it isnt curving perfectly.
Image

Curves seem to be a problem for me, so this might take awhile.

Another problem you werent aware of (I should probably have told you, but I probably forgot).
Game engines use backface culling (removing backfaces).
So some interior needs to be modeled. It really dosnt have to be all that detailed as it only will be seen from 3p view.

I've been asking for a week what to do for that, and noones said a dang thing -_-

I've tried to mark another thing on this pic. Just scale down the polygon inside the tube a bit.
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Yeah I need to find what that is, not sure what needs fixing.

Also a problem with backface cull here. Just cap the end border and it will be fine.
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The uncapping o that was an after thought, I wasn't sure if that was going to be seen

The last thing here isnt really a problem yet. Its the last thing that needs to be done to the model anyway. Its called smooth grouping and I'll show you how when the time comes.
Image

Ok

I know this may sound like a lot, but your are almost there mate :)
My replies are in red
Thanks
DeltaFart
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Re: [Weapon] Benelli M1014 [WIP]

Post by DeltaFart »

probably did the last update for this thing, unless something really major happens to this thing
DeltaFart
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Re: [Weapon] Benelli M1014 [WIP]

Post by DeltaFart »

what's the guidelines for 1P weapons? I onnly found stuff for Heavy jeeps
DeltaFart
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Re: [Weapon] Benelli M1014 [WIP]

Post by DeltaFart »

Ever seen what an M1014 looks like after being run over by an abrams? Well the front page has about what it would look like. My start on playing with UVing.
Chuc
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Re: [Weapon] Benelli M1014 [WIP]

Post by Chuc »

My advice is to shoot someone like ohnomelon a PM asking about some tips for UV layouts, as it is very important for the texture artist to have areas scaled correctly.
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DeltaFart
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Re: [Weapon] Benelli M1014 [WIP]

Post by DeltaFart »

thats what the tutorial said also. I think I'll need to work on this over the weekend cuase its late here and I dont learn well this late at night
DeltaFart
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Re: [Weapon] Benelli M1014 [WIP]

Post by DeltaFart »

I posted up the texture sheet on the first page, anyone want to tell me what I need to improve on?
Chuc
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Re: [Weapon] Benelli M1014 [WIP]

Post by Chuc »

I'm sure a more experienced UV mapper could tell you but, you have a lot of wasted space between the different maps, and also a lot of the maps are unaligned to the axis, making things just a little more difficult. Red areas also indicate overlaps, which is a huge no-no and would result in lots of fustration on the part of the texturer. Those are the major errors, but I dunno how to remedy them.
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DeltaFart
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Re: [Weapon] Benelli M1014 [WIP]

Post by DeltaFart »

Yeah most of my work was just hit an auto thing and look at how it worked. :o ops:
Last edited by DeltaFart on 2009-01-31 02:52, edited 1 time in total.
DankE_SPB
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Re: [Weapon] Benelli M1014 [WIP]

Post by DankE_SPB »

UVW-Mapping in 3DS Max
maybe this tut will help you
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DeltaFart
Posts: 2409
Joined: 2008-02-12 20:36

Re: [Weapon] Benelli M1014 [WIP]

Post by DeltaFart »

know what's funny that's what told me how to do the auto sutff
DeltaFart
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Re: [Weapon] Benelli M1014 [WIP]

Post by DeltaFart »

Anyone want to make a texture for this and does any of the devs want to look at this?
azn_chopsticks_boi
Posts: 898
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Re: [Weapon] Benelli M1014 [WIP]

Post by azn_chopsticks_boi »

Lol, getting there, i understand how you feel :-P
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