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Re: [WIP][Weapon] M2 Carl Gustav 84mm RR

Posted: 2016-09-09 18:41
by Mats391
I think you could make it fully hollow w/o adding a lot more tris. Adds a bit to it when you can see the warhead in 3p.

Re: [WIP][Weapon] M2 Carl Gustav 84mm RR

Posted: 2016-09-09 19:03
by anantdeathhawk
[R-DEV]Mats391:My country's ordinance factory produces 4 rounds for the M2,practice tracer,HEAT,HE and Illuminating.You tell the difference by taking into account the model number as HEAT for M2 is 651,and in the picture you posted,it is 655CS,and the launcher in the picture is M4,so maybe they are M4's rounds.
Ammunition, Explosives, Propellants & Chemicals : Indian Ordnance Factories:

and on this website:www.canadiansoldiers.com
It states that there were only 4 rounds for it,2 sub caliber rounds and one HEAT and one HEDP.

So maybe there are only 4 rounds for it,i am not sure of the illumination one,as M2 is very old.

Okay i'll try to make it fully hollow but then i have to model the projectiles sith 83mm diameter because the inner diameter of the tube is already 84mm,and giving it a little bit thickness will lover the inner diameter of the tube.

And please tell,if i have to model the ammunition and 3P in the same scene
and what do you think of the ammunition?

Re: [WIP][Weapon] M2 Carl Gustav 84mm RR

Posted: 2016-09-09 19:34
by Mats391
Yea might be M3 or M4 rounds, dunno. One HE and one HEAT would be most important.
Yea you need the ammunition and the launcher in the same scene else you could not show the round being loaded in animation.

Re: [WIP][Weapon] M2 Carl Gustav 84mm RR

Posted: 2016-09-09 20:03
by Mj Pain
Looking awesome!

About the rounds..
Both subcaliber rounds are for training so no point having them ingame.
Just use HEAT against armour and HEDP on inf/buildings.
I dont think smoke and illuminating rounds would be usefull or "realistic" ingame.

Re: [WIP][Weapon] M2 Carl Gustav 84mm RR

Posted: 2016-09-10 10:51
by Jacksonez__
Mj Pain wrote:Looking awesome!

About the rounds..
Both subcaliber rounds are for training so no point having them ingame.
Just use HEAT against armour and HEDP on inf/buildings.
I dont think smoke and illuminating rounds would be usefull or "realistic" ingame.
Grenadier has smoke rounds and those are useful.

Re: [WIP][Weapon] M2 Carl Gustav 84mm RR

Posted: 2016-09-10 11:49
by sweedensniiperr
I'm not sure how many rounds the Devs need. Isn't it quite a few? According to Rhino's falklands post at least.

Re: [WIP][Weapon] M2 Carl Gustav 84mm RR

Posted: 2016-09-10 12:11
by Mats391
sweedensniiperr wrote:I'm not sure how many rounds the Devs need. Isn't it quite a few? According to Rhino's falklands post at least.
The rounds are really simple shapes and making new ones wont be any problem. I could even do them :D
For now just focusing on HE and HEAT is more than enough and getting the weapon done more important.

Re: [WIP][Weapon] M2 Carl Gustav 84mm RR

Posted: 2016-09-10 16:11
by anantdeathhawk
Tris count went up from 7767 to 9347.
Made the barrel hollow and made HE and HEAT rounds.Hollowing the barrel reduced the inner bore diameter to 82mm and so the rounds are nearly 82mm.Basically in making of these rounds i referred to the websites linked below and M2 field manual provided by MJ Pain.

Video:


Screen:
Image
Image
Image

HE round
Image
Image

specs:Ordnance Factory Board

HEAT round
Image
Image

specs:Ordnance Factory Board

Smoke,HE,HEAT,illuminating:As seen on the links below:
Image
Image

Spec for illuminating round:
Ordnance Factory Board

Another reference for all rounds: (Do take a look)
https://www.soldf.com/grg.html

According to this link above, HE has 800 steel ball so in conclusion has also fragmentation
effects.And sorry didn't got any information on how HEDP looks and found it nowhere,so maybe the HE round could be used as a HEDP variant with different effects ofcourse :) .

Re: [WIP][Weapon] M2 Carl Gustav 84mm RR

Posted: 2016-09-10 19:13
by Mats391
Nice stuff.
On this image it looks like the back part is not 100% round. Not sure if its supposed to like that
Image
Not a big problem tho :D

Re: [WIP][Weapon] M2 Carl Gustav 84mm RR

Posted: 2016-09-10 21:06
by anantdeathhawk
Thanks! :D
Yes,i will rectify that defect.What's need to be done now? 3P model?? in the same scene though right??
Also how would the shell look like when it's used once,if empty,should i make it in parts so that after firing we get a empty shell,or i'll just have to make the empty shells separately?

Re: [WIP][Weapon] M2 Carl Gustav 84mm RR

Posted: 2016-09-11 10:01
by Mats391
An empty shell would be good. I assume it will look similar for all rounds, so making one that is always used would be enough I guess. Only saw video of training rounds being fired and reloaded, so better ask Mj Pain.
I am not sure how the workflow after 1p model looks like, but I think most modellers first UV-map the 1p model and then work from that on the 3p one. This way they avoid having to UV-map two models. Some even wait for textures to be done before doing the 3p model and LODs.

Re: [WIP][Weapon] M2 Carl Gustav 84mm RR

Posted: 2016-09-11 15:52
by anantdeathhawk
Depends if casing of different rounds are textured the same.Okay,i'll try to UV the 1p models,Thanks. :smile:

Re: [WIP][Weapon] M2 Carl Gustav 84mm RR

Posted: 2016-09-12 15:05
by anantdeathhawk
Tris count increased form 9347 to 9419.
Yes you are right,the shell casings are all the same. :)

Screens:
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Image

Re: [WIP][Weapon] M2 Carl Gustav 84mm RR

Posted: 2016-09-12 18:11
by mries
Dude, love your work

Re: [WIP][Weapon] M2 Carl Gustav 84mm RR

Posted: 2016-09-13 10:18
by anantdeathhawk
Thank you. :)

Re: [WIP][Weapon] M2 Carl Gustav 84mm RR

Posted: 2016-09-14 01:12
by agouti
That's really cool, I've never had a chance to use one in a game (or in person). Look forward to shooting it.

Re: [WIP][Weapon] M2 Carl Gustav 84mm RR

Posted: 2016-09-14 08:02
by anantdeathhawk
Thanks!

Can someone please tell,which parts to UV umwrap,i have;
-2 telescopic sights ( one with and the other without reticle).
-2 bore sights.
-Launcher in 2 parts.
-Trigger.
-charging handle.
-4 different shells and 1 shell casing.
All are for 1p.

Image

Re: [WIP][Weapon] M2 Carl Gustav 84mm RR

Posted: 2016-09-14 15:36
by Mats391
Again, compare to M20 to see how the textures are set up there. In general I would say:
1 Sheet for the launcher
1 Sheet for the zoomed in sight
1 Sheet for every shell

I would start with the shells as they are the easiest to do :D

Re: [WIP][Weapon] M2 Carl Gustav 84mm RR

Posted: 2016-09-14 19:55
by anantdeathhawk
So 3 sheets in total for 1p,yes?
Yes i did start with the shells,as i am still learning UV unwrap.
Thanks.

Posted: 2016-09-14 23:21
by CTRifle
1 sheet for each shell seems like a waste.. I'd say throw them all on one sheet. It doesnt need to be all that large either. Something like 512*1024. Longer length theb height, put them along each other.

So like this like mats said,
1P
-launcher (1024*1024)
-sight (512*512 most likely)
Some weapons have these together but with the aspect ratio higher for the sight to be higher resolution.

3P
-shells (512*1024 maybe 2048 if it takes up that room)
-launcher and sight(1024*1024 and less detail of course on everything)

Now these aren't concrete, it all depends on how you UV it. Sometimes it works out longer with because the large barrel of the launcher.

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