Page 4 of 4

Re: [WIP] [weapon] Type 89

Posted: 2020-03-05 18:51
by Hans_Strudel
High and low poly versions of the scope are done:
Highpoly:
Image

Image

Lowpoly:
Image

Image
(upper cap will be added when UV mapping will be done)

Overall tricount ~ 11681 (4256 is scope with all needed attachments).

Re: [WIP] [weapon] Type 89

Posted: 2020-03-06 05:09
by Hokunin
Looks cool!

Re: [WIP] [weapon] Type 89

Posted: 2020-03-11 06:56
by InchPincherToo
The scope looks neat! Can't wait for the final model to come though. Best of luck-

- Inch

Re: [WIP] [weapon] Type 89

Posted: 2020-03-12 14:03
by Hans_Strudel
So here is the first attempt to bake and paint the textures for the scope:

Image

Image

But... i am completely confused with lens texturing.
Image
Is there any tips on how to make normal non-transparent lens for PR? And should i always model inner tube of the scope?

Re: [WIP] [weapon] Type 89

Posted: 2020-03-12 15:12
by Wicca
Damn that looks great! c:

Re: [WIP] [weapon] Type 89

Posted: 2020-03-15 11:32
by Hans_Strudel
First successful attempt to export rifle version with scope:
Image

Image

(it is even possible to use ironsight with attached scope, but i doubt it is necessary)
Image

lenses got rework:
Image

Image

Resolution for both _c and _b textures is 1024*512.

P.S.
don't mind geom1 it's just a geom0 copy of ironsight version.

Re: [WIP] [weapon] Type 89

Posted: 2020-03-15 13:20
by Hokunin
Great work. Ironsights availability with scope is necessary, there is a dynamic sight change function in game.

Re: [WIP] [weapon] Type 89

Posted: 2020-03-16 20:23
by Hans_Strudel
Hokunin wrote:Great work. Ironsights availability with scope is necessary, there is a dynamic sight change function in game.
Of course, but isn't scope magnification low enough (2x) to just use it for close firefights? Anyway alternative sight will not harm.

Re: [WIP] [weapon] Type 89

Posted: 2020-03-16 20:29
by Hans_Strudel
Started working with lods and also combined already existing attachment. So as example of whole work here is scope version with attached bayonet:
geom 0 lod 0:
Image
geom 1 lod 0:
Image
geom 1 lod 1:
Image
geom 1 lod 2:
Image

Also i was working with zoomed-in model for scope and got this result (don't mind lens's light deflection, it's meshviewer issue):
Image
Image

So is there anything wrong with lods or i can proceed now to other assets?

Re: [WIP] [weapon] Type 89

Posted: 2020-03-17 02:55
by Hokunin
I personally see nothing wrong with LODs(others could comment if there is an issue).

Great job! With acquired experience you should do other assets quicker now.

Re: [WIP] [weapon] Type 89

Posted: 2020-03-17 06:54
by Hans_Strudel
Hokunin wrote:I personally see nothing wrong with LODs(others could comment if there is an issue).

Great job! With acquired experience you should do other assets quicker now.
It goes quicker indeed. Scope and knife models were made literally in 2 days. Texturing is still most time consuming

Re: [WIP] [weapon] Type 89

Posted: 2020-03-17 13:51
by Rabbit
Any CCO type optics? I have seen a mash of different things on them.
https://i.imgur.com/b4UInhj.jpg

Manly seen them with their para forces, not sure of its current state.

Re: [WIP] [weapon] Type 89

Posted: 2020-03-17 18:16
by Hans_Strudel
Rabbit wrote:Any CCO type optics? I have seen a mash of different things on them.
https://i.imgur.com/b4UInhj.jpg

Manly seen them with their para forces, not sure of its current state.
Not this one for sure. Actually, scope i have done is standard non-magnified red dot scope with attached 2x magnifier. So i can easily make this scope without any texture/UV changes:
Image

Re: [WIP] [weapon] Type 89

Posted: 2020-03-18 07:46
by bouya_tetsu
Hans_Strudel wrote:It goes quicker indeed. Scope and knife models were made literally in 2 days. Texturing is still most time consuming
2days :shock:

Re: [WIP] [weapon] Type 89

Posted: 2020-03-19 02:06
by ALADE3N
bouya_tetsu wrote:2days :shock:
u shookt? me too :shock: :shock: :shock:

Re: [WIP] [weapon] Type 89

Posted: 2020-04-11 19:25
by Hans_Strudel
Type 06 rifle grenade for this rifle:
Image

aiming sights:
Image

I was looking at FAMAS with rifle grenade and underbarrel grenade launchers and i can't understand how to setup lods for rifle grenade launcher. Why all grenade launchers have their sights undeployed and why i see them deployed in game? Why FAMAS have both deployed and undeployed sights and why grenade is separated lod?

Re: [WIP] [weapon] Type 89

Posted: 2020-04-12 11:04
by Rhino
Hans_Strudel wrote:I was looking at FAMAS with rifle grenade and underbarrel grenade launchers and i can't understand how to setup lods for rifle grenade launcher. Why all grenade launchers have their sights undeployed and why i see them deployed in game? Why FAMAS have both deployed and undeployed sights and why grenade is separated lod?
UGL sights are deployed via animations, with the exception of weapons which have fixed sights that are always up.

As for the FAMAS, I haven't looked at the model/code but I'm guessing it's going to be setup in the same was as the RPG-7 where the rocket/grenade needs to be removed from the weapon after firing, and the only real way to do that is through switching LODs after firing, from a LOD with the rocket/grenade, to a LOD without the rocket/grenade, both on the 1p and 3p models.

Re: [WIP] [weapon] Type 89

Posted: 2020-04-12 12:45
by Hans_Strudel
Rhino wrote:UGL sights are deployed via animations, with the exception of weapons which have fixed sights that are always up.

As for the FAMAS, I haven't looked at the model/code but I'm guessing it's going to be setup in the same was as the RPG-7 where the rocket/grenade needs to be removed from the weapon after firing, and the only real way to do that is through switching LODs after firing, from a LOD with the rocket/grenade, to a LOD without the rocket/grenade, both on the 1p and 3p models.
So if my sights will not move during aiming (sights are fixed like on screenshot and aiming is provided by angling whole gun, there is also a 2nd way to aim by using level gauge installed on sights but i am still thinking about it's effectiveness in PR) i should place them in "deployed" state on model?

And about grenade all i need to do is 2 LODs before and after fire? This grenade for example has a cartridge which remains on muzzle after firing so soldier need to remove it before loading new one. Should this cartridge be on second LOD or not?