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[WIP] Russian Kornet ATGM

Posted: 2016-01-31 07:25
by SyriousT
hello i am new in modelling does this model match the pr quality ? its still wip
this is my first model so be gentle

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Re: [WIP] Russian Kornet ATGM

Posted: 2016-01-31 10:39
by Jacksonez__
I think players need some new animations if the launcher is used like prone position. But good job! I have been wondering when someone would take this task. HJ-8 ATGM just doesn't fit for Russians :D

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Re: [WIP] Russian Kornet ATGM

Posted: 2016-01-31 12:58
by Rhino
Hey SyriousT,

The model looks pretty nice but I'm sorry to say, it is impossible to be used since your using Inventor, a CAD program to make it, which is totally the opposite kind of modelling from game modelling software, where in CAD it makes the object as accurately as possible, regardless of optimization, where in game modelling, your only trying to make something look right and function in a game engine, while making it as optimized as possible. I also started off on CAD and used Inventor and my original models I did make for games where in Inventor and they where not usable too and in the end I had to switch to 3DsMax :p

So ye, if you want to try and get into game modelling, and making models for PR:BF2, then you should really get Autodesk 3DsMax9 (v9, not 2009 or any other version, they will not work with our exporting software and you can't back-port easily).

Good luck! :D

Re: [WIP] Russian Kornet ATGM

Posted: 2016-02-03 04:45
by SyriousT
thats bad , i am learning on 3ds max but its a lot different than cad programs . inventor and solidworks are just the same however this is not so i need time to figure things out . but i will try my best to get rid of hj-8 on russian side
thank you all
EDIT: main post is updated , I am now wip on the kornet using 3ds max

Re: [WIP] Russian Kornet ATGM

Posted: 2016-02-04 00:06
by SyriousT
somethings i dont know about how to do it:
1) import in PR
2) descent texturing with UV "something "
3) custom animation
4) custom HUD

waiting for your feedback :D

Re: [WIP] Russian Kornet ATGM

Posted: 2016-02-04 12:42
by Mineral
Is everything welded up? Please use wireframes of all angles in screenshots.

Re: [WIP] Russian Kornet ATGM

Posted: 2016-02-04 13:18
by SyriousT
no only some parts , but i will weld them when i finish everything
if you mean you want picture of front,top,left view ok i will upload it in a moment

Re: [WIP] Russian Kornet ATGM

Posted: 2016-02-04 13:35
by Mats391
SyriousT wrote:somethings i dont know about how to do it:
1) import in PR
2) descent texturing with UV "something "
3) custom animation
4) custom HUD

waiting for your feedback :D
1) We can do that :)
2) Best would be you do that. Look at some UV tutorials and ask for any help needed :)
3) + 4) We can do that :)

Re: [WIP] Russian Kornet ATGM

Posted: 2016-02-04 16:13
by SyriousT
[R-DEV]Mats391 wrote:1) We can do that :)
2) Best would be you do that. Look at some UV tutorials and ask for any help needed :)
3) + 4) We can do that :)
1+3+4 excellent !
2 dought! "Homer simpson" i guess i have to learn texturing . i will do my best but the pictures in the tuts are dead do you have a good link to learn texturing? i will google for one now but if you can recommend one i would be appreciated
Danke mein freund :)

edit: so i saw few tuts on youtube , i tried to apply but my UVW unwrap looks chaotic everything is merged together i tried every kind of parameters planar ,cylindrical ,pelt ,box but none is working am i doing something wrong ? in tuts he uses very complicated model but the UVW works great with him and i cant even UVW a cylinder

edit2: These pictures of the model are outdated i fixed few things in them like the frontal wings of the missile and other stuff

Re: [WIP] Russian Kornet ATGM

Posted: 2016-02-04 17:57
by Jacksonez__
Looks promising, m8! I really hope this could make into PR 1.4

Re: [WIP] Russian Kornet ATGM

Posted: 2016-02-04 18:54
by SyriousT
Thank you but it still needs a lot of work I wont put my hope too high for 1.4 being Russian HJ-8 free :D

Re: [WIP] Russian Kornet ATGM

Posted: 2016-02-05 12:07
by SyriousT
New update:
the back of the camera case thing has been reworked and its now better , and the wide
v shaped cut on the case top-front has been added . the base legs now have height control keys or idk what they are ... My project version # is almost 69 :D
Cheers

Re: [WIP] Russian Kornet ATGM

Posted: 2016-02-05 20:12
by Rhino
You really need to start to weld up everything, here are a few examples of how your model should look like:
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Posted: 2016-02-05 21:24
by SyriousT
By welding you mean vertices welding or just attach polys? Attaching can be done in a minute but vertices welding will take for ever


Edit: main post updated , few fixes and reduction of polys count have been made . I hope this is what you meant with welding !
cheers for the advice
Edit2: main post updated again with new things listed there

Re: [WIP] Russian Kornet ATGM

Posted: 2016-02-07 17:58
by SyriousT
Some new details . camera and IR "i think" covers , launch tube track weird thing and some object to attach IR with the case.

Re: [WIP] Russian Kornet ATGM

Posted: 2016-02-07 20:04
by Rhino
Ye your suffering from the same problem I initially had with game modelling, which is adapting from CAD modelling.

You basically need to forget everything you've learnt while doing CAD, and have to think and work in a totally opposite way from how you would model in CAD, since as I said before, in CAD, you make something as accurately as possible, ignoring everything else, and in game modelling, your only making things look right, while keeping them as optimized as possible, and able to work with the game engine. So all those tiny boxes you have done, connecting the launcher base to the launcher tube, could be done with one box, with it textured to show the details the other boxes would give, saving a lot of tris, and that little bar with modelled holes in it, shouldn't be done like that, it should just be a rectangle with painted holes, at most even with a transparency map for the holes but they are so small, tbh all you need is to paint some black holes on the side and be done with it.

And Welding objects and Attaching objects are two totally different things. Welding means like it does in r/l almost, that it is fully attached to the same element, though welded up vertices and tris etc. If you do not weld stuff, you get serious Z-Fighting issues and/or, waste a lot of UV space. There are exceptions where you shouldn't weld objects up as it may affect the smoothing etc, but for the most part, it is best to weld stuff up and the saving in UV space alone is worth it and only things that shouldn't be welded up are objects that are too small to free up any usable UV space and that will not zfight.

Here are the UVs for the Tigercat SAM for example, which I showed above:
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Note how holes in the UVs, which are from welding up areas, are used to pack other UVs in, with a few exceptions like the missile base plate, since that in its LODs is turned flat without the indented holes, to save on tris, and needs the texture in the middle of it for those LODs.
LOD0: http://i.imgur.com/ncZxdc7.jpg
LOD1: http://i.imgur.com/EPvE9L2.jpg

Checker map overlay:
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And the end texture:
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with the texture on it (missile texture is on a separate sheet): https://www.realitymod.com/forum/f196-p ... stems.html
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The best thing to do is study other models in the game, using the BF2Editor, or the simpler alternative is BFMeshView, and just look at how the models are made, with edges etc turned on and just study them, especially if you wonder how you should do a certain bit, and also if you need to, ask questions here and people will help out :)

[WIP] Russian Kornet ATGM

Posted: 2016-02-07 20:24
by SyriousT
Thanks for the info , I will rework the details and make them simple . And will weld the vertices and other stuff . That's why when I tried to unwrap uv it was chaotic right . Thanks again :)
Well , Welding is harder than I thought .
Let me get this straight :
The process of Welding
1) select the "base" object that I want to weld some other object to it "referred here as obj2"
2) convert to editable poly and attach it with obj2
3) connect the contact face polys with each other
4) repeat until I have all the model welded
Is this true or not ? Please correct me where I am wrong
Sorry for the question but I googled welding and all I get is vertices welding !
Another small question
It is impossible to weld vertices on poly or face right? So I have to cut around and weld vertices ?
Thank you for bearing with me :)

Re: [WIP] Russian Kornet ATGM

Posted: 2016-02-08 13:23
by SyriousT
After a lot of searching and dead-ends breaching :D i managed to make small step in welding the model I had a lot of what i thought its 3ds max bugs but it turned out its my fault like i was unable to weld some vertices ..etc so here what i got so far ,these two are different elements .
i figures out that welding purpose is to make as low elements number as possible for various reasons . so does this look right welding? ignore the base leg its corrupted idk why but i will fix it later

Re: [WIP] Russian Kornet ATGM

Posted: 2016-02-09 02:13
by SkyEmperor
Looks really cool! But I think you have a bit too much of Tris for an ATGM launcher

Re: [WIP] Russian Kornet ATGM

Posted: 2016-02-09 12:55
by SyriousT
thank you very much , yes I know that . as rhino said I should remove some details and that picture is when i start welding so that's and extra reason . this new picture will show the new tri count (the model is almost 80~90% welded) . some small elements like buttons and other small stuff wont be welded .
PS: ignore the wire in the back its corrupted i will fix it soon :D