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Re: [WEAPON] L115a1 [W.I.P.]

Posted: 2009-01-02 20:31
by ice_killer
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in the hole you a have a Ngon (5 or more sides) get that to a triangle (3 sides) or polygon(4 sides) Bf wont like it other wise ;)

Re: [WEAPON] L115a1 [W.I.P.]

Posted: 2009-01-02 20:46
by DeltaFart
Why's that?

Re: [WEAPON] L115a1 [W.I.P.]

Posted: 2009-01-02 21:43
by Exec
[R-CON]ice_killer wrote:http://i279.photobucket.com/albums/kk15 ... 8_wire.jpg


in the hole you a have a Ngon (5 or more sides) get that to a triangle (3 sides) or polygon(4 sides) Bf wont like it other wise ;)
Really didn't understood, that's maybe because I woke up right now.. :smile:

Re: [WEAPON] L115a1 [W.I.P.]

Posted: 2009-01-02 23:38
by Exec
Updated bolt, almost finished. :p
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Re: [WEAPON] L115a1 [W.I.P.]

Posted: 2009-01-03 00:34
by Z-trooper
exec_4ever wrote:Really didn't understood, that's maybe because I woke up right now.. :smile:
What he means is that bf2 (and pretty much all other game engines around) dont like the so called "Ngons" ("N" being a random single digit number equal to or greater than 3), but in the world of computer graphics the term is used when talking about polygons with more sides than 3 (so N > 3).

Anyways... The point being, ALL computer graphics is handeled on a triangle level (all geometry with a surface - so wireframes are excluded from this). To define a surface in 3D all real time gfx systems (games) use the simplest primitive to build surfaces. Triangles. That is also why people should really report their triangle count (its what counts when it comes to performance). A "polygon" is a "many sided face" with all from 3 to infinite sides, so polygon counts are utter useless for limits for games.

Anyway (got a bit carried away there, sorry :roll :) , your modeling environment might be alright with you having "Ngons" in your mesh (well, actually you dont have, you just cant see the triangles by default - go to edge sub object level and hit "turn", there you can edit and see your triangulation...). When importet into a engine it might cause errors (not bf2, mostly very old engines or simple exporting plugins), or it sets a random triangulation (bf2) of the undefined hard edges you see under the "turn" tool, which can cause smoothing errors or just wierd mesh surfaces.

So when you are 100% done with the model, go through it and connect all verts so its made up of only triangles (probably quickest after UV mapping so it dosnt get cluttered and you forget to map very small or thin triangles)

Sorry for the confusion :D its not that important yet.

Re: [WEAPON] L115a1 [W.I.P.]

Posted: 2009-01-03 01:19
by Exec
Got it. :p

Update: bolt finished, gonna start the scope.

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Re: [WEAPON] L115a1 [W.I.P.]

Posted: 2009-01-03 01:23
by CareBear
lookin sexy man =D

cant wait to pis people of on ts by grabbin this baby :P

Re: [WEAPON] L115a1 [W.I.P.]

Posted: 2009-01-03 01:32
by Z-trooper
I think you can get away with doing a few more edge chamfers, its pretty boxy right now, and some smoothness would sex this baby up real good :) , whats the tri count?

if you dont know how to view tri count: Image (or whatever configuration you want...)

Re: [WEAPON] L115a1 [W.I.P.]

Posted: 2009-01-03 02:07
by Exec
Still lacks cheekpad, rubber buttpad, foldable stock, bipod, scope mount, knobs and some detail in main body, but I'll use some ninja technics that Chuck Norris teached me to keep it lower than 5,5k. :lol:

4326 tris
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Re: [WEAPON] L115a1 [W.I.P.]

Posted: 2009-01-03 02:27
by PlaynCool
WoW this is awesome you are very talanted.

Re: [WEAPON] L115a1 [W.I.P.]

Posted: 2009-01-03 04:31
by Exec
Thanks! :grin:

4,5k tris
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According to the Royal Army site, they use the Schmidt & Bender 5-25 x 56LP.
I got a nice photo of it and I'll fix the scope model.

Re: [WEAPON] L115a1 [W.I.P.]

Posted: 2009-01-03 07:23
by Exec
Scope update: The Hensoldt for the Kraut G22 and the S&B for the Brit L115a3. :grin:

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Re: [WEAPON] L115a1 [W.I.P.]

Posted: 2009-01-03 07:25
by azn_chopsticks_boi
exec_4ever will you marry me :D

Re: [WEAPON] L115a1 [W.I.P.]

Posted: 2009-01-03 07:28
by Exec
Our relantionship is strictly professional. :lol:

Re: [WEAPON] L115a1 [W.I.P.]

Posted: 2009-01-03 07:59
by DeltaFart
burned
Ver nice work, I hope once I figure this out, I can get the SPG9 to be this good

Re: [WEAPON] L115a1 [W.I.P.]

Posted: 2009-01-03 08:32
by Exec
Just don't stop trying, the first time I've opened up 3dsmax, I had a Brain BSOD. A clanmate of mine teached me the basics, then I started looking for tutorials and learned something. After that, I spend some months "studying" free models, trying to understand how the F* the guy made it and how to apply what I've observed into something useful. Then I spend some weeks in more tutorials and then I started modelling useful things. Due to some memory leaks and a HD failure, I lost a bunch of bookmarks, tuts, models, porn and etc... :lol:
After all this ****, I started learning BUGfield2 Editor, but I had a so shitty experience, that I burned it away from my computer and got back to 3ds. :twisted:

In February or March next, I'll join 3dsmax classes, to learn other technics of modelling, UVing, texturing, rendering, creating materials and other interesting things that free tuts doesn't teach... :p



After a big text, a little render:

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Re: [WEAPON] L115a1 [W.I.P.]

Posted: 2009-01-03 08:56
by shifty66
This isnt the Sniper Rifle that the Australian Soldiers use aswell is it?

or have i mixed something up?

Re: [WEAPON] L115a1 [W.I.P.]

Posted: 2009-01-03 09:16
by azn_chopsticks_boi
The Aussies used the SR98 designation.

Re: [WEAPON] L115a1 [W.I.P.]

Posted: 2009-01-03 09:22
by ReconAus
shifty66 wrote:This isnt the Sniper Rifle that the Australian Soldiers use aswell is it?

or have i mixed something up?
We call it the SR-98, its pretty much the same as the L96A1, but we added a folding stock, our own barrel, made by Madco and a few other modifications.

looks great, how did you make the stock and the bolt ?

Recon