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[WEAPONS]wz. 1974 Pallad[WIP]
Posted: 2012-05-29 22:06
by ddeo
Re: [WEAPONS]wz. 1974 Pallad[WIP]
Posted: 2012-05-29 22:45
by ddeo
I'm mostly thinking about adding cloves to view(distance)finder. Rest can be added as normal map and texture. But this would increase tri count. Also I'm not sure if I shouldn't add more details and change some already existing ones to more fit whats on the reference pictures (for example main screw for viewfinder is less sphere, more cylinder).
Re: [WEAPONS]wz. 1974 Pallad[WIP]
Posted: 2012-05-30 04:38
by Amok@ndy
i think you can reduce the tri count even more but im not a modeller i hope someone will show up and provide feedback.
Re: [WEAPONS]wz. 1974 Pallad[WIP]
Posted: 2012-05-30 12:53
by ddeo
Hmm I think tri count is fine, I slightly changed the screw and viewfinder today, also I've slightly optimized model. It has around 1800+ tris. Now when I have UV grid done I'm going to sculpt model for ultra high poly for bake to get nice normal map.

Re: [WEAPONS]wz. 1974 Pallad[WIP]
Posted: 2012-05-30 13:44
by lucky.BOY
Take this with a grain of salt, I am not a pro by nay means, but i will try to point out some things anyway:
Green - You might want to bake these bits onto a normal map, it would save a lot of tris. Maybe try the same thing with those cloves on the distance finder, it might work
Yellow - This should be welded, to prevent z-fighting. Unless you need to be able to move it in a an animation, then i dont know
Blue - this can have much less sides while still looking good, it will preserve some tris.
Yellow - might need welding here, too.
Also i dont know why you spit all your quads on your barrel into triangles, for me it would be easier to work with quads, but up to you
And I dont know how well Blender can export into bf2, I hope it will work for you.
Again, take this with a bit of salt, but i could point out something useful...
-lucky
Re: [WEAPONS]wz. 1974 Pallad[WIP]
Posted: 2012-05-30 14:35
by ddeo
Big thanks luckyboy, I would prefer to work with quads at that part too, but I'm not sure if there won't be some issues when converting them into tris (there are problems with converting BMesh to tris), so I'm trying to work with tris from start, that's not big deal.
I'm exporting model into .obj format after finishing it and I'm sending it to Dodek, he is exporting everything to BF2 through 3ds max. We have tested it and it works fine, model just needs to be selected as 1 object when exporting it from Blender to 3ds max.
Thanks again for feedback. I will lower details on blue thing. What about other similar parts for welding like bar from 4th screenshot (this one under pull/handle), should I weld it too? Also about green parts, I looked at eotech scope from pr and it had few similar screws, so I've decided to add few details in here too, but I think I'll lower the details in one of places.
Re: [WEAPONS]wz. 1974 Pallad[WIP]
Posted: 2012-05-30 15:56
by Doc.Pock
cant the blender nativly export to .3ds files?
also this is a small model id suggest you lower the sides of those cilinders and screwssince its unneeded also lucky suggested to do the holes with normal maps
Re: [WEAPONS]wz. 1974 Pallad[WIP]
Posted: 2012-05-30 16:56
by ddeo
Doc.Pock wrote:cant the blender nativly export to .3ds files?
also this is a small model id suggest you lower the sides of those cilinders and screwssince its unneeded also lucky suggested to do the holes with normal maps
Ok, thanks for feedback, I'll do that today.
Blender can export to .3ds, but we had problems with flipped normals before, I will look into it again, I can always manually flip normals of the model.

Re: [WEAPONS]wz. 1974 Pallad[WIP]
Posted: 2012-05-30 17:18
by Doc.Pock
no problems. i help as much as i can with my knoledge
Re: [WEAPONS]wz. 1974 Pallad[WIP]
Posted: 2012-05-30 20:08
by ddeo
Re: [WEAPONS]wz. 1974 Pallad[WIP]
Posted: 2012-06-01 11:39
by lucky.BOY
Nice work. From looking at your refs, i think this handle should have a little tapered shape, being little wider in the base and narrowing to the ball on the end:
About the welding, from my understanding it has two benefits. It prevents z-fighting and it keeps the actual area of the model, that you have to UV and texture, smaller. Obviously the downside is that it rises the tri count.
So welding is needed if you have two large planes close together, and is not necessary if you have two "boxes" meeting at a large angle.
Examples from my model:
I think I will need to weld it here for the low poly
No need to weld this one
-lucky
Re: [WEAPONS]wz. 1974 Pallad[WIP]
Posted: 2012-06-01 12:22
by ddeo
Thanks for info, I've fixed that handle too. Thanks.

Re: [WEAPONS]wz. 1974 Pallad[WIP]
Posted: 2012-06-10 13:30
by ddeo

Update with normal map.
Re: [WEAPONS]wz. 1974 Pallad[WIP]
Posted: 2012-06-10 16:28
by Amok@ndy
are those Gear Wheels modelled or are they baked ?
they should really be texture only would be a waste of polys
Re: [WEAPONS]wz. 1974 Pallad[WIP]
Posted: 2012-06-10 16:51
by Matrox
The cog teeth are done via opacity map. Post up your Uv maps ddeo?
Re: [WEAPONS]wz. 1974 Pallad[WIP]
Posted: 2012-06-10 20:48
by ddeo
Yeah teeth are baked.

One question, how detailed grenade launcher model should be? Right now I have a little less than 1700 tris, but I heard that I should have 500 tris model. Hmm?
Re: [WEAPONS]wz. 1974 Pallad[WIP]
Posted: 2012-06-10 21:14
by Tim270
1700 sounds fine for the 1st person mesh. For the 3rd person, you are looking more at 500 or less. Still got some big smoothing group errors to fix up though.
Out of curiosity, did you bake in blender?
Re: [WEAPONS]wz. 1974 Pallad[WIP]
Posted: 2012-06-10 21:24
by ddeo
[R-DEV]Tim270 wrote:1700 sounds fine for the 1st person mesh. For the 3rd person, you are looking more at 500 or less. Still got some big smoothing group errors to fix up though.
Out of curiosity, did you bake in blender?
Yea I did bake in blender, also I'll be fixing the smoothing groups.
