Scorpion0x17
can detect anyone's visible post count...
+691|6977|Cambridge (UK)

Z-trooper wrote:

Scorpion0x17 wrote:

Z-trooper wrote:


no I'm not. Actually all of the models I have displayed here can be used in the bf2 engine. for instance the LMG, is about 3500 triangles, and the top recommended level of detail is 4000 tris. And this one even as a reflex sight.

The 3500 is only for those that use "high" settings, there will be two more models of lower level of detail for "medium" and "low". but thats not pretty to show off at all.
Also, it's a good idea as to model in as high a poly-count as you, as a 3d-modeller, can handle. The lower-poly models can generally be automatically generated with a little extra tweakage here and there, and the high-poly models can be used to generate extra detail (such as shading/dirt/etc) on textures.
The 3500 was the highest level of detail model for this weapon, the rest of the models (for different graphic settings/views) is pretty much made using the "optimize" modifyer, with some manual tweaks of cause.

A good texture job can help a "low" poly model along quite good. So can some good bump mapping. The base model's bullets + casing is 4 sided (a box turned on its side), so is the bullets on the SAW from vBF2, but with a good skin job, this is not that noticable - unless you intentionally look for it which most players dont, they actually focus on whats infront of their weapon and not the weapon itself. If you look good enough at any model from most games out there is very possible to spot flat surfaces and stuff like that, the "art" if you will, is to hide this as best as possible and always be creative of finding solutions that can make you do less actual modeling (not that we are lazy at all!) Its actually quite hard to keep it down and still have the most detail as possible in it, and still make the game run smooth in 64 player maps.
Sry, I didn't in any way mean to devalue your art. And your models are fantastic - would like to see some texturing when/if you have it done.

Would you mind me asking what your 'process' is? Do you trace the outlines of in-editor pics? Use reference measurements? Or totally 'hand-model'?

Are you familiar with shaders? And procedural texturing? Played/seen Doom3?

With really high poly models (i.e. go as high as you can comfortably work with) model you can use the geometry of the model itself to direct  shader'd procedural texture overlays - adding random scratching to most exposed/vulnerable areas, grime deep in tight angles/narrow grooves, etc, etc...

It's the sort of thing that lifts in-game graphics from 'good enough' to 'outstanding' - and, as you imply, is the kind of thing that most players wouldn't even notice - but it's the kind of thing a graphics-whore like myself looks for first.
Z-trooper
BF2s' little helper
+209|6970|Denmark

Scorpion0x17 wrote:

Z-trooper wrote:

Scorpion0x17 wrote:


Also, it's a good idea as to model in as high a poly-count as you, as a 3d-modeller, can handle. The lower-poly models can generally be automatically generated with a little extra tweakage here and there, and the high-poly models can be used to generate extra detail (such as shading/dirt/etc) on textures.
The 3500 was the highest level of detail model for this weapon, the rest of the models (for different graphic settings/views) is pretty much made using the "optimize" modifyer, with some manual tweaks of cause.

A good texture job can help a "low" poly model along quite good. So can some good bump mapping. The base model's bullets + casing is 4 sided (a box turned on its side), so is the bullets on the SAW from vBF2, but with a good skin job, this is not that noticable - unless you intentionally look for it which most players dont, they actually focus on whats infront of their weapon and not the weapon itself. If you look good enough at any model from most games out there is very possible to spot flat surfaces and stuff like that, the "art" if you will, is to hide this as best as possible and always be creative of finding solutions that can make you do less actual modeling (not that we are lazy at all!) Its actually quite hard to keep it down and still have the most detail as possible in it, and still make the game run smooth in 64 player maps.
Sry, I didn't in any way mean to devalue your art. And your models are fantastic - would like to see some texturing when/if you have it done.

Would you mind me asking what your 'process' is? Do you trace the outlines of in-editor pics? Use reference measurements? Or totally 'hand-model'?

Are you familiar with shaders? And procedural texturing? Played/seen Doom3?

With really high poly models (i.e. go as high as you can comfortably work with) model you can use the geometry of the model itself to direct  shader'd procedural texture overlays - adding random scratching to most exposed/vulnerable areas, grime deep in tight angles/narrow grooves, etc, etc...

It's the sort of thing that lifts in-game graphics from 'good enough' to 'outstanding' - and, as you imply, is the kind of thing that most players wouldn't even notice - but it's the kind of thing a graphics-whore like myself looks for first.
I didnt think you were devaluating my work at all just a lot of people saying when showing off game related models vs movie/art'tcy models that they "suck" but having demands to meet and keeping the quality up is actually quite hard in stead of just wasting polys away.

My method involves using reference pictures, when modeling weapons its mostly stright on side shots, but it can be rare to find with exotic weapons. With this LMG the best shot I had was from a slight angle and a lot had to be done "from the hip".

I havent tried doom 3 yet, I'm actually pretty poor

About shaders. I'm still learning a lot of stuff, and I have yet to battle it out with shaders I have a LOT to learn, especially since I've promished myself to get a taste of everything involving the engines of BF2 and Source, not specializing on all of it, but I like to have the big picture and know what is required and so on... I think I'll end up as a modeler/animator because its the thing I like the most its really satisfying and I just love bringing stuff to life right now I'm all over the place trying to have a taste at every aspect I can get my hands on.

You seem to know a fair amount about some of this stuff yourself. Have any experince? or are you just a dedicated gamer that actually know a bit about whats going on behind the screen?

About textures... Well. I have done texture work for other people, mostly re-skinning jobs. And my own stuff I havent taken the time to actually UV-map the model (the part where you designate where what parts of your 3d model will be on your 2d texture... its boring as hell and with models of 2-4K individual polygons you can imagine how long it takes. However I will be skinning these MP5's myself cause they are pretty basic and therefore easy to UV and texture, I only need to optimize and finish up the models a bit and they are good to go.
Z-trooper
BF2s' little helper
+209|6970|Denmark
"sorry" for spamming my own thread

well, here is the final chapter in the story of my LMG... more stories to come!

[R-CON]THE.FIST wrote:

Special thanks to z-trooper for model
https://img258.imageshack.us/img258/8093/eeeeqb8.jpg
https://img267.imageshack.us/img267/6844/screen009dw5.jpg
https://img179.imageshack.us/img179/4107/screen010ad4.jpg
and if any of you are PR fans like me, it will be much appriciated if you take the time to vote for Project Reality as "Mod Of The Year" (if you think that of cause I certainly do!)

http://www.moddb.com/events/2007-mod-of … rds/top100

Last edited by Z-trooper (2007-12-24 15:55:19)

R3v4n
We shall beat to quarters!
+433|6698|Melbourne

Top Job!
~ Do you not know that in the service … one must always choose the lesser of two weevils?
Sarrk
O-O-O A-O A
+788|6867|Brisbane, Australia

Z-trooper wrote:

"sorry" for spamming my own thread

well, here is the final chapter in the story of my LMG... more stories to come!

and if any of you are PR fans like me, it will be much appriciated if you take the time to vote for Project Reality as "Mod Of The Year" (if you think that of cause I certainly do!)

http://www.moddb.com/events/2007-mod-of … rds/top100

Israel, in my Palestine? Its more likely than you think.
Z-trooper
BF2s' little helper
+209|6970|Denmark
My newest model for PR.

The MP5A4, for the Hamas.

https://i192.photobucket.com/albums/z232/Z-trooper/Modelling/mp5a4_03.png
https://i192.photobucket.com/albums/z232/Z-trooper/Modelling/mp5a4_04.png
Z-trooper
BF2s' little helper
+209|6970|Denmark
Updated Negev size and A new model in progress the Galil SR-99 marksman rifle.

https://i192.photobucket.com/albums/z232/Z-trooper/Modelling/screen066.jpg
https://i192.photobucket.com/albums/z232/Z-trooper/Modelling/sr99_09.png
https://i192.photobucket.com/albums/z232/Z-trooper/Modelling/sr99_10.png

Last edited by Z-trooper (2007-12-26 18:05:55)

Z-trooper
BF2s' little helper
+209|6970|Denmark
Here is the latest development:

[R-CON]THE.FIST;577976 wrote:

Here is ingame enjoy
https://img246.imageshack.us/img246/3904/screen008nd6.jpg
https://img211.imageshack.us/img211/7905/screen009if0.jpg
https://img242.imageshack.us/img242/703/screen007kg4.jpg
https://img242.imageshack.us/img242/9734/screen006mk0.jpg
https://img210.imageshack.us/img210/2795/screen005xb3.jpg
https://img246.imageshack.us/img246/8520/screen004ut3.png
Ingame and working; the Galil SR-99 Marksman rifle for the IDF faction.
Lieutenant_Jensen
Your cops are corrupt.
+200|6603|fåking denmark
You make weapons for PR?

I will download PR, althought I die all the time ..
Z-trooper
BF2s' little helper
+209|6970|Denmark

Lieutenant_Jensen wrote:

You make weapons for PR?

I will download PR, althought I die all the time ..
They are not in the official relase yet. IDF is still in the works, but almost finished.
Vilham
Say wat!?
+580|6978|UK
From what i can see the 2 latest models are a definite improvement on the already good weapons you have modeled.
Z-trooper
BF2s' little helper
+209|6970|Denmark

Vilham wrote:

From what i can see the 2 latest models are a definite improvement on the already good weapons you have modeled.
I think so too.

The RPG-29 I'm sort of redoing to make it less boxy but thats hard because of the limitations of the bf2 engine for models. The LMG however was hard to add more detail on for several reasons, one being poor reference photos both in quantity and quality the other being the limitations of the bf2 engine again.

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