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[Weapon] Spike MR/LR [WIP]

Posted: 2013-07-20 13:25
by ddeo
Hi. This is model of Spike MR/LR, it will be used by HAT kit and as static weapon (with tripod) and mounted weapon. I'm presenting model for HAT kit just for now. 7423 tris, model is finished but I'm open for some feedback, I'm still able to fix or optimize few things.

Small presentation of Spike:


And model itself: p3d.in - spike

Screenshots/wire:
http://www.dropbox.com/s/v7tg3vqecj1l2ic/spikewire1.png
http://www.dropbox.com/s/2vac5irq944be1r/spikewire.png
http://www.dropbox.com/s/v85qwmpkjvepv4o/spike2.png
http://www.dropbox.com/s/ecp0sr3ae2rmwn8/spikewire2.png
http://www.dropbox.com/s/rc1zusk75x5x9ba/spike3.png

Re: [WEAPON] Spike MR/LR

Posted: 2013-07-20 13:28
by Rudd
that's pretty insanely awesome

Re: [WEAPON] Spike MR/LR

Posted: 2013-07-20 13:38
by Kalasznikow47
WOW that's just beautiful... ddeo great job! You're my hero. I can't wait for destroy something armoured with this awesome weapon :twisted:

Re: [WEAPON] Spike MR/LR

Posted: 2013-07-20 13:42
by Hulabi
Great work guys :)

Re: [WEAPON] Spike MR/LR

Posted: 2013-07-20 13:50
by Rhino
Ye looking good, the missile itself needs a lot of optimization for it to be a projectile but the launcher is looking good, although it still looks like you need to put the nose of the missile inside the launcher for when the cap is removed you can see the missile tip :)

Other than that its coming along well! :D

Also interesting seeing that "Fire and Forget Plus" mode (although technically with that feature it really isn't fire and forget if you use it :p ), wasn't aware this missile had that kind of feature :D

Re: [WEAPON] Spike MR/LR

Posted: 2013-07-20 15:01
by gipakok
Will the IDF have it too once this is finished?

Re: [WEAPON] Spike MR/LR

Posted: 2013-07-20 15:03
by Kerryburgerking
So who'll get this? Poland and IDF?

Re: [WEAPON] Spike MR/LR

Posted: 2013-07-20 15:08
by Moszeusz6Pl
It might be used by Poland, IDF, German, British, Dutch and Finnish.

Re: [WEAPON] Spike MR/LR

Posted: 2013-07-20 15:10
by Rhino
If used by the Brits only really as a better alternative place holder than the TOW Missile :p

Re: [WEAPON] Spike MR/LR

Posted: 2013-07-20 16:04
by gipakok
Although won't this weapon be kinda unbalanced? The MR (Gil) has a range of 2.5km and the LR (Gomed) has a range of 4km. And theses are only the relatively shorter ranged versions of the SPIKE.

And congrats moszeus for becoming an R-DEV btw.

Re: [WEAPON] Spike MR/LR

Posted: 2013-07-20 16:09
by Moszeusz6Pl
It won't have such long effective range in PR. Same as tanks can't kill from few kilometers.

Re: [WEAPON] Spike MR/LR

Posted: 2013-07-20 16:18
by splatters
Just handled a Spike simulator a couple of months ago, even saw a couple of live ones being fired! Model looks spot on, waiting to see it textured.

Re: [WEAPON] Spike MR/LR

Posted: 2013-07-20 16:25
by Rhino
gipakok wrote:Although won't this weapon be kinda unbalanced? The MR (Gil) has a range of 2.5km and the LR (Gomed) has a range of 4km. And theses are only the relatively shorter ranged versions of the SPIKE.

And congrats moszeus for becoming an R-DEV btw.
Many of the weapons in PR should have a much longer range than they do ingame, the problem is the view distance.... As such its max range will be the same most other AT weapons ingame, and that is as far as you can see the target :p

Re: [WEAPON] Spike MR/LR

Posted: 2013-07-20 16:41
by gipakok
Also I really hope this will replace the MATADOR sooner rather than later, not only the ingame version of it is inaccurate but the matador is only used against light armor and breach walls

Re: [WEAPON] Spike MR/LR

Posted: 2013-07-20 17:37
by Glimmerman
W00t, nice one guys !

Re: [WEAPON] Spike MR/LR

Posted: 2013-07-21 08:43
by camo
Looks epic, good job.

Re: [WEAPON] Spike MR/LR

Posted: 2013-07-21 09:34
by lucky.BOY
Wow, this is quite something :)

Hope you wont mind a bit of feedback:

Now I understand you dont like welding stuff together, and it sure costs quite a bit of tris, but it saves UV space most of the time, and geometry is cheap compared to textures. So I think its better to have a 10k geomtry that uses like 70% UV space of a 7K geometry. Plus the model feels less like its a big mess :D

I know you guys overlap UVs to save space and make Z-fighting unnoticable, but that one is usable only to a extent.

Getting to the actual model, here is what I would do differently:

Image
Weld these yellow boxes into the pink one?

Image
Looking at what will be right in players face, these areas could use a bit more detail IMO (on that tube handle it depends on how it will be seen through deploy animation).

Image
On this big cyllindrical thing, you can delete some of its polys, as they are fully covered by other geometry.

Image
This gap is pointless. If you would move those faces closer together and weld them together, you would probably save a few tris, as well as loads of UV space.

Image
Same with this gap here. This one is so obscured by other geometry that it took me while to get a good shot of it :)

Oh and one last thing, those circles on tube covers dont need that vertex in the middle :)

Other than that, an impressive peice of modelling, i must say. Have fun UVing it :D

Re: [WEAPON] Spike MR/LR

Posted: 2013-07-21 09:47
by Rhino
Ye good points lucky, you guys should weld up pretty much everything you can, the end result will be miles better for it :)