[Vehicle] Russian GAZ-2975 Tigr [WIP]

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StevePl4y5
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Re: [Vehicle] Russian GAZ-2975 Tigr [WIP]

Post by StevePl4y5 »

Hokunin wrote:Oh yeah, its PKM(they can virtually install anything:razz :) . But in later photos everything is with pechenegs and ags. Also the nose of later mass produced tigr-m is a little different bulky, cuz they installed a new engine. In Crimea are older tigr STS versions.

Also, I forsee answer to your suggestion: "hardcoded" lol


Tigr-M on 2015 parade(the nose):
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I think he meant that a player with an AR or MG kit would be able to deploy his weapon as in the back hatches of the french apc.

Also, the older version looks better xD
Deloni
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Re: [Vehicle] Russian GAZ-2975 Tigr [WIP]

Post by Deloni »

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Deloni
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Re: [Vehicle] Russian GAZ-2975 Tigr [WIP]

Post by Deloni »

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Mineral
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Re: [Vehicle] Russian GAZ-2975 Tigr [WIP]

Post by Mineral »

Looking good visually. However we can't provide you any feedback really as your wireframes are rather bad. We need them from all sides. For your interior as well but then you should hide the entire outside mesh. Also your wireframe color should be more distinct from the rest of the mesh. Now you have dark grey lines on light grey mesh with a grey background :D Too much grey.

You can also use something like https://sketchfab.com/ and upload your 3d mesh there so we can have a 3d look at it and provide more accurate feedback!

Keep up the good work. Looks very solid so far.
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Deloni
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Re: [Vehicle] Russian GAZ-2975 Tigr [WIP]

Post by Deloni »

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Mineral
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Re: [Vehicle] Russian GAZ-2975 Tigr [WIP]

Post by Mineral »

Sneak peaks aren't really useful for us tbh :D Rather be able to provide feedback so you don't have to rework stuff later ;)
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Deloni
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Re: [Vehicle] Russian GAZ-2975 Tigr [WIP]

Post by Deloni »

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ComradeHX
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Re: [Vehicle] Russian GAZ-2975 Tigr [WIP]

Post by ComradeHX »

[R-DEV]Rhino wrote: But we currently do not have an AGS-30 model, but could really do with one, and an AGS-17 AGL too (which is tbh, more urgent than the AGS-30 since its used by more factions) if your up for it! :D
The would need to be modelled as its own weapon and then added onto the vehicle by coder afterwards :)
Will AGS-17 be usable by insurgents as some kind of deployable if someone makes the model?
Rhino
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Re: [Vehicle] Russian GAZ-2975 Tigr [WIP]

Post by Rhino »

Nice start on the AGS-17 but right now its very unoptimized and could do with a lot more detail, especially on the 1st person model (which its best to work on first in the case of a weapon, then optimize it down for 3p model).

But first to address the optimization issues, just pointing out the ones on the front view for now and you can apply this to the other areas of the model:
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Anything circled = a vert/edge that can be removed since it isn't doing anything other than wasting tris, where the "X" are for where you should add more edges, like the ammo box which should be much rounder than you have it for its size, at least twice as many sides if not more and the little arrow at the bottom is saying that cylinder has too many sides for its size and location on the model.

Next, if you look at the barrel of the weapon, it isn't anywhere near a perfect circle, and is all squished up and has odd angles etc. Unless you have refs to support this, I would redo the barrel from scratch and also give it a few more sides, and also looking at a few quick refs, it isn't blocky at the back either like you have done, and the groves would be best done via a normal map in this case rather than a 3D mesh since they go into the barrel and as such, won't affect its silhouette even and a normal can do them very well, especially if done via a high poly model bake with AO to support it but can do it also pretty well by hand in the textures. Also the end part of the barrel isn't as small as you've got it compared to the front. Its really important you check refs while working for these kinda details.
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Also another point on the ammo box, it isn't worth making it fully hollow like you have since most of it will be concealed by the grenades in it.


Anyways keep it up but try and keep things optimized and spend the extra tris you have from optimization, on extra details where you can :)

ComradeHX wrote:Will AGS-17 be usable by insurgents as some kind of deployable if someone makes the model?
I haven't seen that many examples of insurgents using AGS-17s tbh. Militia groups its pretty common and you see a few in Syria (although not that common), but general insurgent groups you hardly see any from what I've seen?
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Deloni
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Re: [Vehicle] Russian GAZ-2975 Tigr [WIP]

Post by Deloni »

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Rhino
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Re: [Vehicle] Russian GAZ-2975 Tigr [WIP]

Post by Rhino »

good good :)

As for the SPG-9 scope, having a quick look at the model it doesn't look quite the same as the one on the AGS-17, and more importantly isn't that good of a model either so your best off making a new scope tbh.
As for if we need one, I'm not sure tbh, leave it off for now and we can decide later but think its probably best it doesn't have a scope. We could do with its tripod thou for sure although that would be a separate model and texture sheet you can make after the main model is done :)

Cheers!
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Amok@ndy
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Re: [Vehicle] Russian GAZ-2975 Tigr [WIP]

Post by Amok@ndy »

thats probably going to be Hautecloque, Mineral or me
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Rhino
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Re: [Vehicle] Russian GAZ-2975 Tigr [WIP]

Post by Rhino »

AGS-17/30, providing its fully done with UVs and textures etc, will most likley be done by me ;)
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Deloni
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Re: [Vehicle] Russian GAZ-2975 Tigr [WIP]

Post by Deloni »

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Rhino
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Re: [Vehicle] Russian GAZ-2975 Tigr [WIP]

Post by Rhino »

Looking good so far but a lot of areas you need to fix up and optimize still. Would focus on that before going ahead with adding more detail.

One key thing you should also look into is welding up parts of the mesh to avoid z-fighting and to open up UV space. For example that little plate on the back left side of the gun, just below the back sight, will zfight pretty badly without being welded up and while isn't much UV space under it, you can still fit a few small items in there under it instead of just a big black shadow :)

Not worth welding up the little nuts you've put on since that will cost too many tris and easy enough to bake them onto the main mesh :)

Should also weld up the barrel to the barrel base since while that will add a few extra tris to the mesh, the UV space you will save from that is well worth it. Also the edges around it need some serious optimization since they look to have loads of unnecessary edges etc. Speaking of the front barrel it possibly has a few too many sides now, and also it should have a number of sizes either of a power of 2 (4, 8, 16, 32, 64 etc), or a power of 3 (3, 6, 12, 24, 48, etc) to allow for ease of optimizing in the LODs and also having a edge directly on the bottom allows for the seam to be there. Same also goes for the vertical stand cylinder thing that the weapon is currently sitting on which has extra edges on the front and back of it?

Going back to the barrel the inside should be modelled, and UVed like so:
'[R-DEV wrote:Rhino;1841523']Sounds good, although for a 1p weapon model you could add a few more tris where needed :)

Also always for barrels you should always have a cone rather than a cylinder with a back face as for starters, its far less tris but not only that, it also gives a much better "bottomless" effect when textured with a shadow in the middle and takes up far less UV space and easier on the LODs :)

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But saying that for a 1p handheld weapon like this your not going to ever see down its barrel, only in 3p but still best to model it just encase it dose come up in the animations and also helps with future proofing etc :)
The front sight protector thingy currently has really bad smoothing groups, looks like its got a 180degs smooth on it and it being totally 2D as it looks like wont look very good from a 1p perspective. There probably isn't much you can do about welding it up to the main mesh (although worth trying if you can since it will zfight like crazy being that thin), just be sure to have a texture of it under the surface and try to avoid putting it flat against the surface where you can too.

Speaking of the sights, currently they don't look like they are lined up and you should have them working/moveable as they would in r/l so we can at least attempt to have working adjustable sights ingame and you want them, especially the back sight that's nearest the player to have a lot of tris/details since that is the thing that the player will be focusing on. :)

The magazine also needs at least twice as many more sides, still looking very blocky.
Deloni wrote:now my question is how many tris should the ags-17 have? at the moment it has around 2,8k tris.
i've added some details and optimized the model. But the weapon in real life has alot details on the side which are not that easy to model. I think the AGS-30 will be alot easier to model.
It will be well worth modelling the details on the left side of the weapon since that, as well as the top, will be the most visible to the player in 1st person.

As for how many tris you have to play with, for the first person model, between 3k and 5k tirs and for 3rd person (which should basically just be an optimized 1p model), around 3k tris.


Other than that looking really good, keep up the good work! :D
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Rabbit
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Re: [Vehicle] Russian GAZ-2975 Tigr [WIP]

Post by Rabbit »

Bump, would love to see this get done.
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AfSoccer "I just don't see the natural talent."
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Deloni
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Re: [Vehicle] Russian GAZ-2975 Tigr [WIP]

Post by Deloni »

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CTRifle
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Post by CTRifle »

Post some wireframes and such when you are done it so we can check it out. If its good, PM me and I'll help you UV it. ill texture it after that!
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Zemciugas
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Re: [Vehicle] Russian GAZ-2975 Tigr [WIP]

Post by Zemciugas »

Can already spot a lot of bad smoothing, and yeah, post wireframes from all the sides, even better upload to a 3d preview website where people can check out the model themselves.
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