[?] How do I model for BF2?

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DenvH
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[?] How do I model for BF2?

Post by DenvH »

Hello,

I recently started making a model of a zodiac F470, the one used by the Navy Seals and
Marine Corps as far as I know. But I have no experience when it comes to modelling for
games and have only made some models for video clips/motion graphics.

The models I made were not that difficult, and sometimes even made out of some loose
shapes, put together to look like one. Now that doesn't really matter when you only
render them in 3ds and use them in video's. But I guess it does in games :-P

I also got this picture of the model in its current state, basically the tube, backboard,
and 2 small tubes underneath, all are loose atm, but before I connect them I thought
it would be better to ask for tips/help here.

Image
Image

I hope someone can help me out,
Thanks in advance

Dennis
J.F.Leusch69
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Re: [?]How do I model for BF2?

Post by J.F.Leusch69 »

just want to point out that the ADF faction has a zodiac in the makings
motherdear
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Re: [?]How do I model for BF2?

Post by motherdear »

it's hard to advice on your current model tbh. every part on the model should preferably be connected together though tbh. due to the issues of z-fighting ingame etc.
Image

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Hitperson
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Re: [?]How do I model for BF2?

Post by Hitperson »

just so you know, the "back board" is called a transom.

i would also look up polygon limits as well, how many is it currently??
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H.sta
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Re: [?]How do I model for BF2?

Post by H.sta »

a great way to learn about modeling for bf2 is to see if any Community factions need help with anything(we do)

seeing how you are dutch i believe you might want to check in with Project Reality Forums - View Profile: [R-COM]Glimmerman to see if there is anything you can help with (once agiain, it is)

have a nice day, and the model looks good btw... but then again, i don't know much about 3D modelling
DenvH
Posts: 208
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Re: [?]How do I model for BF2?

Post by DenvH »

Ok, so I connected one side of the tube to the transom ;) , but I get some weird problems with a smooth filter on my mesh. Don't know if this is a problem since nothing is wrong without the filter or while editing the mesh.

Picture: (also shows the poly count ect)

Image

Close up:

Image
I guess this one is made after some changes, it looks different..

@[R-DEV]J.F.Leusch69,
I can understand your point, but I will finish this model anyway to practice a bit so I can create another model after learning from the mistakes I made/make on this one.

@H.sta,
Well I do more than just modelling so I don't feel like I should tell someone I'm going to make a model and afterwards find out that I don't got the time for it due to other deadlines.
Last edited by DenvH on 2010-08-12 01:17, edited 1 time in total.
motherdear
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Re: [?]How do I model for BF2?

Post by motherdear »

atm you are having problems with the smoothing because you have two problems.

1) smoothing groups, which needs to be different when you hit a 90 degree angle (you got a shared smoothing group on the backboard9

2) ngons
on you backboard you need to connect the vertices together with edges so that it looks like this
Image

every polygon should not consist of more than 4 vertices, if it's more it can not define the lighting properly and it will give you weird results
Image

[R-DEV]OkitaMakoto: "Talking squad level tactics in bed is actually a little known aphrodisiac"
[R-CON]Pantera : "maybe you might learn that we are not super intelligent beings chained in UKF's basement being forced to work on this".
DenvH
Posts: 208
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Re: [?]How do I model for BF2?

Post by DenvH »

Well I tried connecting them in a way they all got 4 vertices or less, but it still gives some problems.
I did fix the smoothing groups though.

Screen (with model selected):
Image

Image
DankE_SPB
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Re: [?]How do I model for BF2?

Post by DankE_SPB »

Go over smoothing groups in that area, you need to fix it. As you can see while surface is plane, it is shaded in weird way.
Image
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motherdear
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Re: [?]How do I model for BF2?

Post by motherdear »

also make sure that you connect over that middle part, at the moment the polygon has 6 vertices, cut 2 edges across the middle and this will be properly done. and try and set the automatic smoother to 30 degrees and hit the auto smooth and see what happens.
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[R-DEV]OkitaMakoto: "Talking squad level tactics in bed is actually a little known aphrodisiac"
[R-CON]Pantera : "maybe you might learn that we are not super intelligent beings chained in UKF's basement being forced to work on this".
DenvH
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Re: [?]How do I model for BF2?

Post by DenvH »

Ok, I think got it now, I think I can continue with what I know now, and I will post later if I have something to ask or show,

Thanks for helping me out so far,
Can't wait to put "ArmorFlate" on the model when it's finished :-P

Guess that would take a while though..
Hitperson
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Re: [?]How do I model for BF2?

Post by Hitperson »

the transom can be thinner, for something which has an engine mounted on it they are surprisingly thin (say about 1.5 to 2 cm (i will need to check this))

the biggest dependency is for what size engine you think it should have.


E: just found something, Apparently a minimum of 2 (thickness) inches is required best bet is to browse online when you think you have decided what HP to have.

what are the dimensions of the boat (IRL)

EE: NVM i found a product spec http://pacificrescue.ipower.com/wp/wp-c ... ntents.pdf

seems if you are doing a soft floor version 40hp is the max (single engine), hard floor is 60hp (single) or 2X35hp (pair of engines)

also if you do, do a single with a tiller steer it must be remembered that the steering controls sound be reversed.

so you could imagine something like this bolted to the back

Image
Last edited by Hitperson on 2010-08-12 09:34, edited 2 times in total.
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Harrod200:"Fire.exe has committed an illegal operation and has been shut down"
Raniak : "Warning: May crash if fired upon."
M4sherman: "like peter pan but with tanks"
[R-MOD]Eddiereyes909 (on sim tower) "It truly was the game of my childhood and has led to me getting my degree in industrial engineering."
DenvH
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Re: [?]How do I model for BF2?

Post by DenvH »

Well after some more searching I found this for the Evol7 which is the latest version of the 470, specs are in this file:

http://www.zodiacmilpro.com/tds/FC470Evol7.pdf

The file says 55hp, but I guess that's because of the new floor.

The only change I have to do to create it is making the transom straight.
It has a new hull shape, and the pdf has a decent side view I can use for the hull shape, which I couldn't find for the F470 standard.

I started on the F470 standard, but the dimensions are the same and the side view comes in handy. So what should I do?
Last edited by DenvH on 2010-08-12 09:51, edited 1 time in total.
Hitperson
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Re: [?]How do I model for BF2?

Post by Hitperson »

the 55hp floor appears so be an upgrade of the soft floor, whilst the 60 is supported with the aluminium floor.

ultimately it is your choice, if you have a better reference for a slightly different model (in this case an upgrade) i would go with it.

ultimately engine choice is down to you, would would put research into speeds and whatnot, i would recomend a tiller steer though to cut down on polys and to also provide a more sensible platform (RIB's with the console in the middle look wired and also give a nice target for sniping :D )
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Harrod200:"Fire.exe has committed an illegal operation and has been shut down"
Raniak : "Warning: May crash if fired upon."
M4sherman: "like peter pan but with tanks"
[R-MOD]Eddiereyes909 (on sim tower) "It truly was the game of my childhood and has led to me getting my degree in industrial engineering."
DenvH
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Joined: 2008-01-01 09:17

Re: [?]How do I model for BF2?

Post by DenvH »

Well I'm going with the Evol7 version, because it has the side view, and it also has a nice reference of the boat with engine on it. It also shows the fuel bag in the front, and some more details, so I can work with that.

And I guess it would take up too much space irl to put a steering wheel system on it.

I got a small 4.50m boat myself, not a zodiac though but also inflatable. We got a wheel on there, connected to the engine, but it's secured on the sides of the boat and would be in the way when you want to exit it fast. And it takes op more space in this little boat.

But my idea was from the start to go with a tiller steer, because I haven't seen any pics with a steering wheel on the military F470. I do want to add "armorflate" to it when its done,

Image

It can stop 7.62×39mm (AK-47/AKM) rounds and inflates in 40 seconds, with the use of compressed air stored in a bottle kept near the "driver".

I think it was also shown on discovery at some point, but I cant find the vid on youtube.
Hitperson
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Re: [?]How do I model for BF2?

Post by Hitperson »

that stuff looks cool.

good idea on the tiller steer though as i think it would be interesting to try (esp if you reverse the left and right)
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Harrod200:"Fire.exe has committed an illegal operation and has been shut down"
Raniak : "Warning: May crash if fired upon."
M4sherman: "like peter pan but with tanks"
[R-MOD]Eddiereyes909 (on sim tower) "It truly was the game of my childhood and has led to me getting my degree in industrial engineering."
DenvH
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Re: [?]How do I model for BF2?

Post by DenvH »

Ok, I finished the base of the boat, but i'm not sure if the front part is that way irl, I couldn't find a good picture of how the little tubes start at the front so I kind of merged them into the rest of the body.

2 Renders:

Image
Image

Wireframes/Perspective

Image
Image

There might be some problems on it still, but I also had some questions, for a few parts on the boat. If you look in this pdf on page 3, you can see there is a little flap on top of the tube with the ropes trough it, how should I add this? or should this be textured?

http://www.zodiacmilpro.com/tds/FC470Evol7.pdf

Same for the bag of fuel in the front and the hose running from the bag to the engine.
Any help on those little tubes is also welcome, I "saved as" files along the way so I can step back in time and start off from there.

Edit: Forgot to add the link to the pdf..
Last edited by DenvH on 2010-08-13 17:55, edited 1 time in total.
Hitperson
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Re: [?]How do I model for BF2?

Post by Hitperson »

for connecting to the outboard you will need one of these

Image

near the engine

regarding the ropes, they are the primary means of staying in the boat (as there are no seats, if you can spare the polygons i would model them as characters could hold onto them

erm i would also model the fuel bag (as it could look odd if it was just a texture) though in my experience the fuel tanks have been of a solid plastic construction and been placed in the rear left hand corner, though i'm assuming the bag is at the front for the 470 for triming purposes.

with the construction of the chambers, you have the bow correct as there would be a baffle between each section (shown on the first image in the PDF as the lines running down the tubes)
Image
Harrod200:"Fire.exe has committed an illegal operation and has been shut down"
Raniak : "Warning: May crash if fired upon."
M4sherman: "like peter pan but with tanks"
[R-MOD]Eddiereyes909 (on sim tower) "It truly was the game of my childhood and has led to me getting my degree in industrial engineering."
DenvH
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Joined: 2008-01-01 09:17

Re: [?] How do I model for BF2?

Post by DenvH »

Ok, so I was adding the flap to the boat, no problems there, but after I made the ropes with the "create/splines/line" tool. I thought; how should I connect these to the main mesh? Or do I have to connect them to the mesh in the first place? So do I have to connect the ropes and if so, what would be the best way?

This is a screen of the current perspective view:
Image

And here are two renders:
Image

Image
And again, I don't know if the bottom looks like this irl, since I don't got a picture showing me how the "stabilisation tubes" start..
motherdear
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Re: [?] How do I model for BF2?

Post by motherdear »

You don't have to connect the ropes to the boat by.mesh. just have them seperat for now and it can be attached to the boat as an elements later :) looking good so far, keep it up
Image

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