[Weapon] Flak 18 (8.8 cm) [WIP](WW2)
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AfterDune
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UncleSmek
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Re: [WIP] Flak 18 (8.8 cm)
YUMMY!!Ratface wrote:Also, because I feel the shielded version needed a nice aa/arty render, here it is too, unshielded version was feeling lonely
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Ratface
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Re: [WIP] Flak 18 (8.8 cm)
So I honestly have no idea what to do from here, I've read through some tutorials on mapping and ztrooper's thread on asset creation and it is very confusing for me....also tough because I just started back up at school and I've got quite a bit of hw 
Should I have made a higher poly model to make it easier to do things like bolts for texturing, or will that matter a bunch? Never used photoshop before and I haven't taken my second modeling course yet so I haven't had anyone actually show me a live example of how to do these things XD
Let me know on here or PM, sorry, this is just a bit over my head atm after the modeling portion was complete
Should I have made a higher poly model to make it easier to do things like bolts for texturing, or will that matter a bunch? Never used photoshop before and I haven't taken my second modeling course yet so I haven't had anyone actually show me a live example of how to do these things XD
Let me know on here or PM, sorry, this is just a bit over my head atm after the modeling portion was complete
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Ratface
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Re: [WIP] Flak 18 (8.8 cm)
Also, here is a viewport pic so you have an idea how many objects and things there are.


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Doc.Pock
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Re: [WIP] Flak 18 (8.8 cm)
rhino once sent me this link on how to unwrap the model onto a UV map.
Creating a Weapon For Source - Part 2 tutorial - Mod DB
hope its the right part that has the unwrapping.
otherwise just check the other parts.
its very clear on the principles and workflow for unwrap and stuff, might wanna check out.
Creating a Weapon For Source - Part 2 tutorial - Mod DB
hope its the right part that has the unwrapping.
its very clear on the principles and workflow for unwrap and stuff, might wanna check out.
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Ratface
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Re: [WIP] Flak 18 (8.8 cm)
Very nice Pock, thank you very much! I'll take a look at that vid tomorrow since I have a nice 5 hour break inbetween classes, that should be a nice place to start!
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Doc.Pock
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Re: [WIP] Flak 18 (8.8 cm)
Np. Have fun unwrapping this beast lol
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Ratface
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Re: [WIP] Flak 18 (8.8 cm)
Don't worry, 5 hour break between classes tomorrow means hw, watching the tut you gave me, and learning how to unwrap this giant -.-
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AfterDune
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Re: [WIP] Flak 18 (8.8 cm)
Will take some time probably, but you've come a far way already. Model looks epic
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Ratface
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Re: [WIP] Flak 18 (8.8 cm)
So I am starting the videos now while I am on break for a bit, and I was wondering whether people wanted the sights modeled like the ones lucky boy had shown a few pages back, or if we are ok with the current model. I'm sure either way in game we would use a zoom and such like the current cannons, but I just wanted to get people's opinions. FH2 has a rough kinda scope/tuning system just behind the shield hole, but other than that the examples and reference shots people have given me do not seem to incorporate the scope anywhere that I can tell. Let me know 
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Ratface
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Re: [WIP] Flak 18 (8.8 cm)
Just went through the first 2 hours of the tut for unwrapping...
SWEET JESUS
May be a while until I give another update, this may take me a long time XD
Would you guys suggest attatching my loose objects (seats, cylinders, ect) to the main model, or leaving them as is for now?
Also, for fun, found this when looking up the fh2 model for their flak

SWEET JESUS
May be a while until I give another update, this may take me a long time XD
Would you guys suggest attatching my loose objects (seats, cylinders, ect) to the main model, or leaving them as is for now?
Also, for fun, found this when looking up the fh2 model for their flak

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lucky.BOY
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Re: [WIP] Flak 18 (8.8 cm)
I think you can leave them as they are..
Also not a code guy myself, but shouldnt the roatating parts have a verticle in centre to rotate around? Ot does that apply only to wheels?
And I dont know what PR standard is for this, but no sights on 3p model is not that horrible by me. However, I sincerely hope it will have some proper sights for the 1p model, sou we can actually aim with it

Also not a code guy myself, but shouldnt the roatating parts have a verticle in centre to rotate around? Ot does that apply only to wheels?
And I dont know what PR standard is for this, but no sights on 3p model is not that horrible by me. However, I sincerely hope it will have some proper sights for the 1p model, sou we can actually aim with it

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Ratface
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Re: [WIP] Flak 18 (8.8 cm)
So just a question then, are the 1p sights something I need to do or is that something that is drawn by the coders? I was think, as you or someone had said before, that in the unzoomed version it would be like the spg or the russian AT cannon where you mainly aim towards the middle of the screen, and zoomed you would get this kinda of cross-hair above.
Let me know about the vertex issue, in max I just adjust the rotation gizmo, but for animating I have no idea if they need the vertex or not.
Let me know about the vertex issue, in max I just adjust the rotation gizmo, but for animating I have no idea if they need the vertex or not.
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Rhino
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Ratface
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Re: [WIP] Flak 18 (8.8 cm)
Could someone gimme a link or explain how this part works or give a quick example? Sorry, I didn't know about this before but I'll definitely add it in 
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Doc.Pock
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Re: [WIP] Flak 18 (8.8 cm)
Well afaik you need a vertex around wich apart is rotated. So in your case make a vertex in the middle of it
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lucky.BOY
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Re: [WIP] Flak 18 (8.8 cm)
As for the 1p model:
EDIT: I think the coder will sort out the rest.
Hope this clears it out a bit.
Basically you for the 1p you need to delete those unneeded parts of the model, make visible more detailed if you want (especially the shield window, give it a nice little chamfer on corners etc.) and model a "tube" with a plane for the cross hair.'[R-DEV wrote:Rhino']For example here is the carrier deference with phalanx and sea sparrow missile launcher, which is pretty much the same thing your doing other than with no gun
If I switch to the 1p model all there is for the Phalanx gun is a TV screen and the gun sticking out, the rest of it has been deleted, although the Sea Sparrow launcher is still there.
and when entered, all you see is the TV screen surrounding your view from the right place, the barrels and the sea sparrow
EDIT: I think the coder will sort out the rest.
Hope this clears it out a bit.
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Ratface
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Re: [WIP] Flak 18 (8.8 cm)
I just want you guys to know I am learning SO DAMN MUCH from you, I really appreciate everything!
I think thatll clear it up! I'll work on this first before I begin unwrapping then, although I wouldnt expect this to be too hard now that I get the gist!
Thanks guys
Edit: Also, if we think about this being like the cannon or spg, would I need 2 1p views (one zoomed out looking through shield and one zoomed with the scope) or what?
I think thatll clear it up! I'll work on this first before I begin unwrapping then, although I wouldnt expect this to be too hard now that I get the gist!
Thanks guys
Edit: Also, if we think about this being like the cannon or spg, would I need 2 1p views (one zoomed out looking through shield and one zoomed with the scope) or what?






