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Re: [Weapon] H&K HK416 + Eotech
Posted: 2008-07-26 09:08
by KP
Roger. Probable final set-up:
Note that the EOTech is still WIP.
Re: [Weapon] H&K HK416 + Eotech
Posted: 2008-07-26 10:49
by bosco_
Sexy

Re: [Weapon] H&K HK416 + Eotech
Posted: 2008-07-26 15:37
by General_J0k3r
it is teh awesomeness!
Re: [Weapon] H&K HK416 + Eotech
Posted: 2008-07-26 15:52
by marcoelnk
NICE !

Re: [Weapon] H&K HK416 + Eotech
Posted: 2008-07-26 17:11
by Brummy
Do they really use those rail covers?
Re: [Weapon] H&K HK416 + Eotech
Posted: 2008-07-26 17:14
by Scot
I thought it was to save polys or tris or god knows what they call em nowadays...
Re: [Weapon] H&K HK416 + Eotech
Posted: 2008-07-27 06:07
by Rambo Hunter
Hawt.
Re: [Weapon] H&K HK416 + Eotech
Posted: 2008-07-27 08:15
by KP
Brummy wrote:Do they really use those rail covers?
They're used on M4s, C8s, M16s and so on, so why not on the 416?
But mainly it was for saving polies, yes. All those rails don't work out well in BF2.
Re: [Weapon] H&K HK416 + Eotech
Posted: 2008-07-27 20:53
by Glimmerman
Nice work KP
So its 100% finished and ready for uvmap?
Re: [Weapon] H&K HK416 + Eotech
Posted: 2008-07-28 06:19
by diesel14lars
that looks really good KP! my only gripe is that you have what looks like a folding front site, but no rear site! that would prolly not work to well

maybe i just cant see it from this angle though...
Looks great man!
Re: [Weapon] H&K HK416 + Eotech
Posted: 2008-07-28 14:34
by KP
The weapon itself is pretty much done, yeah. The EOTech needs some more work, though.
Diesel: The rear sight would be removable and can be added if the Boss wants me to.

Re: [Weapon] H&K HK416 + Eotech
Posted: 2008-07-29 01:14
by diesel14lars
Yeah i know theyre removable i was just thinking hey, if his EOTech breaks, he is kinda screwed...
If the Boss says so and you need ideas for one, this thread at arfcom has pretty much all of the different types:
AR15.COM :: Forums :: The big bad BUIS FAQ (Page 1 updated on 8/4/2006)
I'd offer to skin this but i'd just butcher it, it looks really great man
Re: [Weapon] H&K HK416 + Eotech
Posted: 2008-07-29 22:36
by halvor1
So you guys up for uv this as well as texture it or do you want a hand with it?
by the way KP you need to make the LOD of it as well!
Re: [Weapon] H&K HK416 + Eotech
Posted: 2008-07-29 22:56
by Z-trooper
yes he probably does.. but its the very last thing to do unless you guys want to multiply the workload for the fun of it.. making the different lods is first needed when the main model is fully UV'ed and probably also textured as UV maps often change a bit while skinning it (noone I know is good enough to do a UV map and then never change/correct it a bit during the texture process.. if not, they are probably lazy.. dont know what to do, or dosnt bother.
Some of you guys really seem to be throwing these words around as if you have just learned them but does not understand what they mean.. its confusing.
Anyways here is a quick guide in new content workflow:
- Model
- UV map (make ready for texturing)
- Fix up model stuff... there is almost always some stuff you need to go back and edit once you start UV mapping. at least on bigger models.
- Back to UV mapping
- Texturing
- Back to UV mapping to fix up some stuff you probably forgot or want to optimize or add. Perhaps even back to modeling.
- Texturing
- Make lods (different levels of detail, 1st person model, zoomed in model.. the lots)
- import/export (whatever term you use for this process... esentially adding it to the game)
- coding (tweaking)
"Joker" stages, these can be made when the "main" model if 100% complete.
- possible animations
- cols (collision meshes, projectile, player, vehicle)
As you can see, creating new content is very rarely a 100% linear process.. if its done right. Or I'm just underestimating the community modders capabilities.
Thats just a quick guide.. now the overview should be a bit clearer so people arent confused by the missleading terms or workflow progression.
Other terms:
Mesh = model (in dummy language)
bump/normal map.. = a texture map that makes the texture seem a bit more 3d
alpha map = in bf2 it can be used to create transprancy and specularity (shineyness)
UV map / unwrap = the process of making the 3d model fit on a 2d sheet so it can be "painted" (textured/skinned - whichever term you use)
Re: [Weapon] H&K HK416 + Eotech
Posted: 2008-07-30 02:27
by halvor1
Who are you pointing this towards Z-Trooper!
Re: [Weapon] H&K HK416 + Eotech
Posted: 2008-07-30 08:43
by Glimmerman
Hey Halvor1, if you want to you can do the UV and texturing

Re: [Weapon] H&K HK416 + Eotech
Posted: 2008-07-30 14:40
by Z-trooper
halvor1 wrote:Who are you pointing this towards Z-Trooper!
anyone that could use a quick overview of the process.. you for one as you have made some mistakes in managing this before, as well as using some wrong words.. nothing big, just posted it so people could have a chance to learn. Take it as you will.
Re: [Weapon] H&K HK416 + Eotech
Posted: 2008-07-30 14:49
by Spush
Re: [Weapon] H&K HK416 + Eotech
Posted: 2008-07-30 16:29
by KP
Good stuff, Z!

I never really had time to get into that stuff myself, but maybe in my summer vacation...
In the meantime... Interested in doing some UVing/LODs?
