[ATGM] 9K111 AT-4 Spigot

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CaptMiller
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Re: [ATGM] 9K111 AT-4 Spigot

Post by CaptMiller »

'[R-DEV wrote:Mineral;2132437']Those 'shadows' are issues with smoothing on your model. You can read some info in this recent thread on that: https://www.realitymod.com/forum/f388-p ... ndard.html
In the program it looks much better, but in p3dIn site looks awful. Maybe something went wrong when I converted to the correct format for upload to the site( .MAX to .OBJ ) ???

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CaptMiller
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Re: [ATGM] 9K111 AT-4 Spigot

Post by CaptMiller »

I have converted it by File>export in 3dMax
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Mr.VdHeide
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Re: [ATGM] 9K111 AT-4 Spigot

Post by Mr.VdHeide »

The model looks awesome but really needs optimization like I said before. :smile:

I think the issues you have with p3d may be solved by removing smoothing groups from all the parts that don't need them, but do have them. In max you could try to select all those parts that show up wrong in p3d and delete the smoothing groups those parts have. I guess that could solve the problem. I am not 100% sure though, but it might be worth trying.




D.J.
Last edited by Mr.VdHeide on 2016-06-01 19:06, edited 1 time in total.
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CaptMiller
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Re: [ATGM] 9K111 AT-4 Spigot

Post by CaptMiller »

I have reduced the number of polys from 5700 to 4000

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w0lf3k
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Re: [ATGM] 9K111 AT-4 Spigot

Post by w0lf3k »

Game works with triangles, not polys. So need to know tricount.
CaptMiller
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Re: [ATGM] 9K111 AT-4 Spigot

Post by CaptMiller »

w0lf3k wrote:Game works with triangles, not polys. So need to know tricount.
I will reduce number of polys to 3-3.5k polys it will about 6-7k tricount
w0lf3k
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Re: [ATGM] 9K111 AT-4 Spigot

Post by w0lf3k »

1 poly is not always 2 triangles, actually.
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Mats391
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Re: [ATGM] 9K111 AT-4 Spigot

Post by Mats391 »

Do what Heide posted above to make it show triangle count instead of poly count.
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Mineral: TIL that Wire-guided missiles actually use wire
CaptMiller
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Re: [ATGM] 9K111 AT-4 Spigot

Post by CaptMiller »

https://skfb.ly/OXtR see only with wireframe

8.100 triangles
CaptMiller
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Re: [ATGM] 9K111 AT-4 Spigot

Post by CaptMiller »

I have deleted smoothing groups from wrong parts, but It did not help, but if look it with wireframe it looks good
anantdeathhawk
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Re: [ATGM] 9K111 AT-4 Spigot

Post by anantdeathhawk »

Change the background to something darker on the site sketchfab to enable better viewing as your model is white in color.Model looks pretty.
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Mr.VdHeide
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Re: [ATGM] 9K111 AT-4 Spigot

Post by Mr.VdHeide »

Good to see you cut down the poly count, now just keep on doing like you do and you will have a good model to UV map and make LOD's out of.



D.J.
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CaptMiller
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Re: [ATGM] 9K111 AT-4 Spigot

Post by CaptMiller »

as seen in the picture is a problem with the top box is still there, I tried to solve it, peremodeliv box, but it did not help, it vykglyadit as if the light with this box falls down and distorts everything that is under the box. Textures on a tripod deteriorated due HC curve and I know how to solve, but on top of the box I do not know. When I downloaded the model on the website 3d models, wrote to me in a warning that there are inverted normal, I tried to find them, but did not find, I just made a new model, but it did not help
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Mr.VdHeide
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Re: [ATGM] 9K111 AT-4 Spigot

Post by Mr.VdHeide »

I don't really see the problem here. Your model shows up wrong in p3d, due to the export. Well, that is too bad. What matters is the model as we see it in 3ds Max 9.

Now if I take a look at your model in 3ds max 9 I see a model with a work in progress UVW map and a acceptable tri count for the main LOD. I am sure however you could optimize the model even more so really focus on that. :smile:

You are doing a great job on this, keep up the good work!




D.J.
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CaptMiller
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Re: [ATGM] 9K111 AT-4 Spigot

Post by CaptMiller »

I hope now it looks better. Is there any problem areas here?
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Mats391
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Re: [ATGM] 9K111 AT-4 Spigot

Post by Mats391 »

Looks good to me, but i have no clue of UV :D
Maybe post your UV sheet as well, so we can see how big each part is and maybe what to change?
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Mineral: TIL that Wire-guided missiles actually use wire
CaptMiller
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Re: [ATGM] 9K111 AT-4 Spigot

Post by CaptMiller »

a lot of small parts, I scooped up into one big pile, as they will be the same color, so can I do?
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KaB
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Re: [ATGM] 9K111 AT-4 Spigot

Post by KaB »

There's a lot of free space there. Remember you can reduce the size of the faces that wont require a lot of details, like plain color texture, and enlarge the ones which will need more details.
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Mineral
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Re: [ATGM] 9K111 AT-4 Spigot

Post by Mineral »

Tbh the model isn't done yet neither. You really need to take more time into lowering details the player won't see. This counts for both your model and your UV map. This is an old game :)

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Small details in PR need to be much more simplistic then you have it. PR doesn't require all cylinder shapes to be that round neither.

As for your UV, only UV when your model is 100% done please, and it isn't.

the UV is not good at all tbh, take some more time watching videos about making good UV layouts. A texture artist is going to have a rough time texturing that. There is need for much more welded faces in the UV. Way too much wasted texture space and as KaB says detail in front of the player should always receive the most UV space.
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CaptMiller
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Re: [ATGM] 9K111 AT-4 Spigot

Post by CaptMiller »

this is an old version of the model, I have removed a lot of unnecessary polygons

almost all of the cylinders are no longer the number of sides 8-10, except for the main pipe of the cylinder and the cylinder on the pistol

the difference between the two screenshots 3 thousand polygons


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