Leut.dweed wrote:I already am in contact with the german faction leader, also I know what is in service since I know the Bundeswehr very good myself

. And the Wiesel 1 is still in Service as Tow and Mk20 version and it will be some time since its a perfect vehicle for Airtrans. The German Fallschirmjaeger(Airborne) and even the Jaegerkompanie(normal Infantry) are using it. Of course i do not start a model without thinking about it

. Even I think there is no Problem for me to do it while the Ozelot since the Wiesel 1 and 2 are nearly the same. And even if it never gets used its wayne to me

, because the fun at making it is everything to me.
Well I've just had to do some research on this myself since your post hardly contained any info, and the Wiesel 1 and 2 are different enough to cause problems. Mainly the Wiesel 2 is longer than the 1, with an extra wheel on its tracks, with its stretched hull is going to cause serious problem when talking about sharing UVs and Textures between all the versions... As well as the hull being quite a different shape towards the back comparing pics quickly.... Best bet possibly would be to make the Wiesel 1 first, then make the Wiesel 2 on top but that is only with limited research into the differences but how much they can really share between each other in terms of UVs and Textures is questionable, but the aim is to make all the versions use as much from each other as possible, putting all the common components into a main sheet, then splitting up the other unique bits between each version into their own sheets.
My PC is down at the second so I can't give you any more examples of how I did the Zhi-9 and Panther series (although tbh I could improve on how I did them now if I was to do them again by some way but still the best examples I have) but basically the Zhi-9B (light transport version) and Zhi-9WA (light attack version) both use the same, core texture sheet, with the Zhi-9WA using another sheet on top for its differences and extra bits, but they both share 90% of the same textures.
Leut.dweed wrote:Edit: Yeah the wheels. Im thinking about them since the beginning and I still have no idea how to make em
Like I said before, you do the bumps in the middle with normal maps, via the textures. This is something the texture artist dose later on, although yes, normals can be made from a high poly model for really detailed normals, the bumps on the wheels are very easy for a texture artist to do manually...
Leut.dweed wrote:What do I need to fix? Hull is completely welded etc. Okay i can remake and bake the wheels, but what else? You guys are telling me of optimizing the model but I dont know what to do else. Its my first Model pls remember that.
From what I can see, quite a lot, and that is before you begin to talk about things like UVs etc. Also as I said above, you first need to make the core version with the most common parts between all the versions, this most likely being the Wiesel 1 from my quick research on it, but you need to stand back, identify all the little differences between all the versions, look into which version has the most of these core common elements between all the versions and then ask how you plan on making all the little differences between each version, are they model differences or just texture differences, and what sheet should they be UVed onto etc.
TBH this is way to advanced stuff for someone who is just starting out modelling when talking about making many different types of the same vehicle that all share textures etc to make them as optimized as possible as you have no to little experience to work off, even the basic things like UVs which is a key thing here you have no experience in it looks like. You may want to consider dropping this for the time being and coming back to it later when you have more experience after doing something simpler but that's up to you.
EDIT: BTW for the TOW version, you should use the TOW missile launcher ingame for the launcher, which can be put on via a child object, like on the TOW HMMWVs etc.