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Modelling & Animations Everything but Static Objects |
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2014-06-22, 09:21 | #31 |
Join Date: Mar 2010
Posts: 1,413
Czech Republic
Location: Prague
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Re: [Weapon] M7 Grenade Launcher (+ M9A1 rifle grenade)
Getting ever better
Collapse this face: I think you may have over-optimized this area on the tip of the grenade, try to give it more tris: Yes, the stabalizer on the back should have the same number of sides as the head of the grenade, as it has the same diameter, so yes, chamfer it. HOWEVER, there is one major thing i forgot about untli now. The hollow end of the grenade should have exactly the same amount of sides as the tip of the launcher it will be slided onto. If the have different amount of sides, it will look wierd, and it will point out that one of them is badly optimized since they both have the same radius. so make sure that they can slide into each other nicely, please. |
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2014-06-22, 10:42 | #32 | |
Retired PR Developer
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Re: [Weapon] M7 Grenade Launcher (+ M9A1 rifle grenade)
More tris to the front :
Quote:
Should I move the bottom further to the left ? | |
Last edited by KaB; 2014-06-22 at 10:49..
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2014-06-25, 23:38 | #33 |
Join Date: Mar 2010
Posts: 1,413
Czech Republic
Location: Prague
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Re: [Weapon] M7 Grenade Launcher (+ M9A1 rifle grenade)
Bumpy, any news on this?
Last images look great! Could you model the blank round as well, so it can be used in the animation? |
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2014-06-26, 07:48 | #34 |
Retired PR Developer
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Re: [Weapon] M7 Grenade Launcher (+ M9A1 rifle grenade)
Im working on the high poly version of the M7 right now. It takes more time than expected
I have questions about turbosmooth : - What is 'Explicit normals' ? Should I enable it ? - How much iterations should a high poly model have in order to be ready for the next ? What blank round ? |
Last edited by KaB; 2014-06-26 at 08:13..
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2014-06-26, 10:28 | #35 |
Retired PR Developer
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Re: [Weapon] M7 Grenade Launcher (+ M9A1 rifle grenade)
Here it is (the locking thing isn't done yet) : https://p3d.in/XOYqr
What happens if I have two high poly separated objects owned by one same low poly object ? For example the granular thing at the edge of the big cylinder isn't weld with the rest. Should it be welded with the cylinder ? The thing is that this object might not need to look like it's welded though, as it is IRL. But actually I dunno how works the normal map baking yet so maybe I'm missing something and I'm wrong. |
2014-06-26, 18:22 | #36 |
Join Date: Mar 2010
Posts: 1,413
Czech Republic
Location: Prague
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Re: [Weapon] M7 Grenade Launcher (+ M9A1 rifle grenade)
Model looks good, though your edges are too tight, you need to make them more round, and I mean more than looks reasonable:
Explicit Normals im not sure what is, but it looks like it is conserving the normals from the base mesh. Anyway I always had it off, so you might as well go with that. Number of iterations depends on how smooth the base mesh is, and how powerful your pc is. I usually find 2-3 iteration steps sufficient, but you can always turn Turbosmooth on parts of your highpoly off to take the load off your pc, and you can up the number of iterations just before baking, so its not really something to worry about right now. But as long as it looks good, it should be alright I meant the blank round that was used to launch the greanade, it could be shown in the deploy/reload animation. We could just use normal round instead, but players could tell the difference. Looks like this (the round on the right part of the image): And yes you can bake from multiple highpoly objects onto one lowpoly object (or even multiple lowpoly objects at the same time, for that matter, but that can lead to poorer results). You can as well just attach the base meshes to one another (using the "Attach" button in Edit Poly), and them turbosmooth them together. Keeping your highpoly parts separated has its merits and can help you with keeping things more organized, but be careful not to overdo it. I once tried to bake from like a hundert deparate highpoly objects and it brought 3ds max to its knees. You can infact do very little welding on the highpoly mesh, nobody is concerned how it looks under the surface so you can get away with a lot. Again, as long as it looks good it should be alright |
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2014-06-26, 22:53 | #37 |
Retired PR Developer
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Re: [Weapon] M7 Grenade Launcher (+ M9A1 rifle grenade)
Edges more round : https://p3d.in/BJz0k
Is it good ? Should all the edges be as round despite the fact some are tighter than others IRL ? Or can I decide some becomes more round than others ? I'll try to make the blank round. Do you think it's the same size than the common rounds ? So could I use the ones inside the M1 Garand you sent me ? |
2014-06-27, 06:21 | #38 |
Join Date: Mar 2010
Posts: 1,413
Czech Republic
Location: Prague
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Re: [Weapon] M7 Grenade Launcher (+ M9A1 rifle grenade)
Yeah of course some edges can be more round than others. Now it looks better, but its hard to tell for sure because p3d doesnt smooth it properly. Could you post a couple of screenshots please?
As for the blank, yeah m im guessing it should be the same cartridge, just instead of a bullet it has that distinctly shaped tip. |
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2014-06-27, 08:19 | #39 |
Retired PR Developer
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Re: [Weapon] M7 Grenade Launcher (+ M9A1 rifle grenade)
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2014-06-27, 22:47 | #40 |
Retired PR Developer
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Re: [Weapon] M7 Grenade Launcher (+ M9A1 rifle grenade)
There was no way I could make a high poly model from the current locking thing low poly model as it was full of bugs (poorly made and the export from max 2009 surely didn't help), so I just decided to do it back from scratch (used the old one for the dimensions tho). And as I remembered you said it was too much detailed I simplified it and now has less tris.
High poly : http://i.imgur.com/KGX1c1n.jpg http://i.imgur.com/kIXd8of.jpg High poly of the M9A1 : http://i.imgur.com/dMHdFGm.jpg http://i.imgur.com/L1ChfwS.jpg http://i.imgur.com/LAcWnFb.jpg |
Tags |
grenade, launcher, m9a1, rifle, weapon |
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