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Old 2014-06-19, 10:08   #21
lucky.BOY
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Default Re: [Weapon] M7 Grenade Launcher (+ M9A1 rifle grenade)

Looks much better, though I dont get why on the hemisphere you got on top, why the first set of quads is much smaller then the rest of the hemisphere? Making the all "equally" big would give you an overall nicer result for the same amount of tris.

Please collapse the polygon you got on the end of the hollow tube, the resulting cone will give you a more "endless" feel, while costing less tris and significantly less UV space (you can just do a planar UV on it then).

Time to talk about optimization of the cylinders. The smaller cylinder shouldnt have the same amount of sides as the larger one, it doesnt need so many sides to appear "smooth" So either collapse every other edge on the smaller cylinder, or double the amount of sides on the larger one. I dont know which of the options is the right one, because I cant tell wether or not the model needs more smoothing without seeing it with smooth shading. Maybe try posting some screenshots?

Anyway here is a quick tut i put together on how to optimize cylinders/spheres:
optimizing cylinders, spheres - Imgur

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Old 2014-06-19, 11:31   #22
KaB
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Default Re: [Weapon] M7 Grenade Launcher (+ M9A1 rifle grenade)

Quote:
Originally Posted by lucky.BOY View Post
Looks much better, though I dont get why on the hemisphere you got on top, why the first set of quads is much smaller then the rest of the hemisphere? Making the all "equally" big would give you an overall nicer result for the same amount of tris.
Well I just tried to reproduce its real shape :

http://i.imgur.com/iOwDSL0.jpg

If I do what you ask it might look like a perfect half-sphere, which is not how it is.

Quote:
Originally Posted by lucky.BOY View Post
Time to talk about optimization of the cylinders. The smaller cylinder shouldnt have the same amount of sides as the larger one, it doesnt need so many sides to appear "smooth" So either collapse every other edge on the smaller cylinder, or double the amount of sides on the larger one. I dont know which of the options is the right one, because I cant tell wether or not the model needs more smoothing without seeing it with smooth shading. Maybe try posting some screenshots?
Screenshots :
http://i.imgur.com/7HTQ8k3.jpg
http://i.imgur.com/sUbtsxJ.jpg

I tried to optimze the small cylinder, and I'm afraid it makes the rear looking pretty awful at the end : http://i.imgur.com/iN1CKhW.jpg
So I'm not sure that's a good thing for this part. I'll optimize the hemisphere for sure though.
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Old 2014-06-20, 08:30   #23
lucky.BOY
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Default Re: [Weapon] M7 Grenade Launcher (+ M9A1 rifle grenade)

Yep, looking at the screenshots your bigger cylinder could use more side, try to smooth it up using chamfer tool:

https://www.realitymod.com/forum/f18...cylinders.html

But make sure to keep the old one as a backup somewhere, you will need to create esome lowpoly models for the projectile model and for 3p (geom1) mesh of the weapon.

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Old 2014-06-20, 09:09   #24
KaB
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Default Re: [Weapon] M7 Grenade Launcher (+ M9A1 rifle grenade)

Out of topic : I just noticed I'm actually using 3ds max 2009, and not 3ds Max 9, which seems to be two different softwares ... The fact is that I couldn't find any 3ds max 9 when you told me to move to it, however I could find a lot of 3ds max 2009, so I suggested they were the same. And they're actually not (according to what Rhino says in this tutorial).

Will it cause trouble if I keep using the 2009 ?
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Old 2014-06-20, 10:58   #25
lucky.BOY
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Default Re: [Weapon] M7 Grenade Launcher (+ M9A1 rifle grenade)

Well, there is really no difference if you use 2009 or 2013 or any of the new versions. We cant export from those versions, so the model will have to be backported to 9 for export, which will make the job fro the exportr harder, may couse some bugs, which he may overlook etc. All in all its better if you can switch to 3ds max 9 yourself.

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Old 2014-06-20, 13:04   #26
KaB
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Default Re: [Weapon] M7 Grenade Launcher (+ M9A1 rifle grenade)

Should I totally scrap the model from 2009 then and start it over with the v9 ?
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Old 2014-06-20, 13:06   #27
[R-DEV]Mineral
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Default Re: [Weapon] M7 Grenade Launcher (+ M9A1 rifle grenade)

Just port it over.

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Old 2014-06-20, 13:44   #28
Psyrus
Retired PR Developer
Default Re: [Weapon] M7 Grenade Launcher (+ M9A1 rifle grenade)

Quote:
Originally Posted by KaB View Post
Should I totally scrap the model from 2009 then and start it over with the v9 ?
If you haven't done any smoothing groups or anything complex then it should be fine. A basic model should transfer to v9 just fine as far as I know.
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Old 2014-06-20, 14:23   #29
KaB
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Default Re: [Weapon] M7 Grenade Launcher (+ M9A1 rifle grenade)

3ds max 9 won't open my 2009 files. I guess I have to export them from 2009 and then import them into a new file in max 9 right ? Should I export them with a specific type of file or will .obj be fine ?

Edit : just did with .3DS and it worked perfectly
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Last edited by KaB; 2014-06-20 at 14:48..
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Old 2014-06-21, 14:37   #30
KaB
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Default Re: [Weapon] M7 Grenade Launcher (+ M9A1 rifle grenade)

How does it look ?









https://p3d.in/NK8nj/wireonsmooth

Bonus : should I also chamfer this thing ? http://i.imgur.com/Xmc5EuI.jpg
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