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[Request] Modeler specialized in statics

Posted: 2011-10-22 12:45
by Sgt_Doctor
-You want to be useful to PR, the French and Russian faction ?

-You are bored by the Russian Cargoship ?

-You want to see a map with a French LHD on the Libyan Coast ?

So, help us to finish our "BPC" static !

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If you have a minimum of experience in statics and if you are interested, don't hesitate to contact me by PM.

Re: [Request] Modeler specialized in statics

Posted: 2011-10-22 13:48
by Rhino
Ye this LHD is really needed, but its not a simple thing to fix up for anyone. Who ever dose this is going to need a little experience and even with that, its going to be a massive learning curve to fix this up good and proper although I can possibly provide some advice and direction etc but too busy to do much more than that.

Re: [Request] Modeler specialized in statics

Posted: 2011-10-22 13:56
by Sgt_Doctor
I still have your advices. ;)

Re: [Request] Modeler specialized in statics

Posted: 2011-10-22 14:03
by Rhino
mean this? https://www.realitymod.com/forum/f356-f ... ost1269854

Ye that was some quick feedback covering the basics :p

Re: [Request] Modeler specialized in statics

Posted: 2011-10-22 15:39
by Sgt_Doctor
Yes, exactly.

The ship could be also useful for the Canadian faction and the Brazilian faction.
Export

Since 1997, and particularly since the Euronaval 2007, the Mistral type has been promoted for export. The "BPC family" comprises the BPC 140 (13,500 tonnes), the BPC 160 (16,700 tonnes) and the BPC 250 (24,542 tonnes, 214.5 metres (704 ft) long). The BPC 250 was the design from which the final Mistral class design was derived: the reduction in length and other modifications were a price-saving exercise.[44] The BPC 250 concept was one of two designs selected for the Canberra class amphibious warfare ships, to be constructed for the Royal Australian Navy.[44] The design finally chosen was the Spanish Buque de Proyecci?n Estrat?gica class amphibious ship.[44]

According to French daily La Tribune, the Royal Canadian Navy shows "strong interest" in buying two Mistral ships.[45] The Royal Malaysian Navy, the Swedish Navy and the South African Navy might show an interest in the ships.[citation needed] The Indian Navy has also expressed interest in the design of the Mistral type.[46] Brazil and Turkey could in time consider purchasing BPCs.[47] Algeria is also considering the purchase of two BPCs.[48][49]

Re: [Request] Modeler specialized in statics

Posted: 2011-10-22 16:02
by Rhino
Well until a contact is signed its not really possible to develop a map around it for thous factions :p

Re: [Request] Modeler specialized in statics

Posted: 2011-10-22 17:52
by Shovel
What type of fixes are required? I could give it a shot.

Re: [Request] Modeler specialized in statics

Posted: 2011-10-22 18:13
by Rhino
Shovel wrote:What type of fixes are required? I could give it a shot.
What I posted back in Feb 2010: https://www.realitymod.com/forum/f356-f ... ost1269854
'[R-DEV wrote:Rhino;1269854']Right just for some feedback on the main points.

First of all on deck markings, best refs I could find of the real thing:
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Basically, deck markings are best done via modelling them into the deck and then defining different colour textures for each bit. If you look at the vBF2 carrier, you will see that the deck markings are nice and crisp with sharp edges to them.
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Now if you look at the wireframe, you can see all the polys that are cut into the deck which each material is applied to.
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For your deck you need to do the same thing, cutting in all the markings, including letters and numbers then giving them the appropriate colour texture, with giving them the same detail texture as the rest of the ship, since if you look at the detail texture on the essex, you will see the tether points are both on and off the markings, on the same UV etc with the marking have crisp edges :)
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You already have some of your markings cut into your model, just that you need to now cut in the circle, numbers and letters etc :)


Onto your Bridge, if we look at the USS Essex again, we will see the base to where the bridge is has been cut away.
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This is important and something you need to do with your bridge since it saves a lot of texture and mesh memory overall and will ultimately improve your lightmaps too.


Onto your hand rails round the edge, first of all there are a bunch of zfighting problems here you can clearly see at the base, should move the base up to meet with the floor (can vertex snap them very easily) and you will solve this problem. More to the main point, right now these are more like hand rails, when looking at the refs like this one, they look more like nets to me like on other warships.
http://upload.wikimedia.org/wikipedia/c ... g_6102.jpg

Now these are not the same type of nets but they are still a good example, these net shots are off HMS Bulwark and HMS Ocean.
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Now they are nets because like the 2nd shot, you can see them flipped down and the net overall reduces the wait of the entire thing. If it was all metal would be much heavier etc and a net gives a good "safety net" if someone dose fall over the edge :p

Now in combat these are always flipped down so a chopper or something wont catch on them on take off / landing.

So really what you need to do for you model is most likley scrap all of what you have got, might be able to work off whats there but will need huge edits and then make new nets which are also flipped down since this ship will always be used ingame when its in operational status, or at least most of the time :p


Onto the next bit, lots of things that are very prone to zfighting on this model, these bits like this are huge suspects.
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even if I zoom away a bit in max, let alone BF2 I can see extreme zfighting.
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cut holes in your hull and the rest of your model and weld everything into your model. Not only is this good modelling practice but its also essential in most cases to stop zfighting and to make a better quality model.


Your textures also need quite a bit of work but I'll go into that later on down the line. For now on the textures, forget about them, in fact it would be probaly worth just collapsing the UV modifier, slapping a clay texture onto the model and working from there so the texture dosen't detract you while you work and then once the model is pretty much final, do the textures then and let me know when you come to that stage before you start your texture work :)

On top of that there is also the process of most likely needing to create some new texture palettes and redoing its textures from scratch, although you may be able to use some of the USS Essex textures and other PR ones but no doubt, some new ones will need to be made at the same time like ship markings (both French and Russian, important to have them interchangeable too as simply as possible) and a few other things.

Re: [Request] Modeler specialized in statics

Posted: 2011-10-22 18:32
by Sgt_Doctor
Now they are nets because like the 2nd shot, you can see them flipped down and the net overall reduces the wait of the entire thing. If it was all metal would be much heavier etc and a net gives a good "safety net" if someone dose fall over the edge

Now in combat these are always flipped down so a chopper or something wont catch on them on take off / landing.

So really what you need to do for you model is most likley scrap all of what you have got, might be able to work off whats there but will need huge edits and then make new nets which are also flipped down since this ship will always be used ingame when its in operational status, or at least most of the time
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You are right.

Also, the crane need to be redone :

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And we have to find a way to go between the deck and the vehicles hangar.
On top of that there is also the process of most likely needing to create some new texture palettes and redoing its textures from scratch, although you may be able to use some of the USS Essex textures and other PR ones but no doubt, some new ones will need to be made at the same time like ship markings (both French and Russian, important to have them interchangeable too as simply as possible) and a few other things.
What do you need exactly ?

Re: [Request] Modeler specialized in statics

Posted: 2011-10-22 18:40
by Shovel
Okay, I'm getting started on the geometry fixes (zfighting, welding, etc). Someone else may have to do the texture work.

Re: [Request] Modeler specialized in statics

Posted: 2011-10-22 18:58
by Shovel
Hmm, i'm having some 3ds max issues, someone else can take a shot at this right now.

I will keep trying to work on it, but don't rely on me to be able to fix it.

Re: [Request] Modeler specialized in statics

Posted: 2011-10-22 19:02
by Rhino
I know I'm right :p

[quote=""'[R-CON"]Sgt_Doctor;1685628']And we have to find a way to go between the deck and the vehicles hangar.[/quote]

As in a corridors, stairways etc or do you mean having a working lift? If you want a working lift, I would make the lift so it can work (ie, separate object etc with complete set of faces) but I wouldn't count on it getting working well. It can be done via triggerables, but that way sucks tbh :p
We might find something more useful in the future.

As for corridors, stairways etc, tbh you have two options. The first is to do a load of research to try and find any refs which show its interior layout (tbh, very unlikely to find), or too find someone who has been on the ship to tell you the layout (may find a marine or someone who might be able to help out), or you can try and find a day where the ship is docked at some port when its open to the public and they will most likley have that route open to the public, just photograph it as you go and maybe jot down a rough map :)

The second option is the option DICE took with the USS Essex, make it up :p


[R-CON]Sgt_Doctor wrote:What do you need exactly ?
Well I don't need anything since I'm not making it :p

But what you guys need is more likely a set of colour, detail, dirt and crack textures. Take a look at the USS Essex textures, see what you can use and can't use etc and what you can't use, or perhaps improve, make new ;)

But you can worry about that part later tbh. Most important thing right now is fixing all the geom issues.


[quote="Shovel""]Okay, I'm getting started on the geometry fixes (zfighting, welding, etc). Someone else may have to do the texture work.[/quote]

Sounds good :)

Re: [Request] Modeler specialized in statics

Posted: 2011-10-22 19:13
by Shovel
Well, I guess I overestimated my abilities, because I am having trouble working on this. Someone else should take this up, sorry.

Re: [Request] Modeler specialized in statics

Posted: 2011-10-22 19:27
by Rhino
Ye rgr, this is about the most complicated kind of thing you can make for BF2 tbh :p

Re: [Request] Modeler specialized in statics

Posted: 2011-10-22 19:41
by Sgt_Doctor
Ok, no problem. Thanks for the try.

Re: [Request] Modeler specialized in statics

Posted: 2011-12-28 04:14
by Redamare
I Really wish i knew anything about how to do any of that sort of stuff :l we are all looking foward to seeing how you guys do with putting these ships together :D

Re: [Request] Modeler specialized in statics

Posted: 2011-12-28 09:50
by Doc.Pock
i would loooove to help here but this is still waaaay out of my league :)

Re: [Request] Modeler specialized in statics

Posted: 2011-12-29 06:14
by Broseph
Might as well throw this in, some hull decals I made.
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