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Modelling & Animations Everything but Static Objects |
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Thread Tools | Display Modes |
2014-06-16, 12:14 | #2 |
Retired PR Developer
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Re: [Weapon] M7 Grenade Launcher (+ M9A1 rifle grenade)
Just placed it on the M1 lucky gave me, and the lower part which joins the rotating thing and the cylinder that holds the grenade is a little bit too long.
Edit : actually not, the size is ok (the small tongue seems to have different size) |
Last edited by KaB; 2014-06-16 at 13:20..
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2014-06-16, 15:20 | #3 |
Retired PR Developer
Join Date: Apr 2011
Posts: 953
United States of America
Location: San Antonio, TX
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Re: [Weapon] M7 Grenade Launcher (+ M9A1 rifle grenade)
Pretty good looking!
If you need any references let me know, I have one and the frag grenade attachment to go with it if you need any extra refs ^^ |
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2014-06-16, 15:30 | #5 |
Join Date: Mar 2010
Posts: 1,413
Czech Republic
Location: Prague
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Re: [Weapon] M7 Grenade Launcher (+ M9A1 rifle grenade)
Looking great,
Make that big cylinder hollow and weld it to the main assembly, I would also add a few more sides to it, otherwise it will look bad with those grooves on it. The locking mechanism has some smoothing issues, other than that it looks pretty solid Oh and btw, we measure the models in tris, not polys, as the engine too works with individual tris, not with polys. |
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2014-06-16, 16:59 | #6 |
Retired PR Developer
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Re: [Weapon] M7 Grenade Launcher (+ M9A1 rifle grenade)
This should look better :
(increased amount of cylinder's poly) Does it mean all the faces of the model need to have not more than three sides ? Should I do it while I make the model or should I do it at the very end ? Does the moment I make it actually matter ? |
2014-06-16, 17:56 | #7 |
Join Date: Mar 2010
Posts: 1,413
Czech Republic
Location: Prague
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Re: [Weapon] M7 Grenade Launcher (+ M9A1 rifle grenade)
No, the exporter turns the model into tris for you. It is preferable to work with quads as it allows you to work with Loop and Ring tools, so keep the model in polys. Only larger polys with many sides and compicated shape might need to be cut up to ensure optimal edge distribution (to cut down the amount of extra thin tris, which take longer to render IIRC). Of course polugons with 3D surface should be cut into tris to ensure that their shape is the same all the time. There was a good info/tut on this but I think we lost the images.
What I meant with that was that when you post polygon counts, you should really post tris count instead, as they give us better idea of whats going on. You can leave the model as it is, just change the statistics options of your viewport to show tri count, it will count ALL the tris, doesnt matter if they are part of a larger polygon. You can do some test with it (try to count tris on a object which is only from quads, like a box), if you dont believe me Model looks good, but probably post some edged screenshots to give us a little better idea of the model, if you can? |
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2014-06-16, 18:09 | #8 | |
Retired PR Developer
Join Date: Jun 2006
Posts: 3,835
Japan
Location: Tokyo
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Re: [Weapon] M7 Grenade Launcher (+ M9A1 rifle grenade)
Quote:
You can see an example here: | |
2014-06-16, 21:05 | #10 |
Join Date: Jun 2013
Posts: 453
Netherlands
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Re: [Weapon] M7 Grenade Launcher (+ M9A1 rifle grenade)
Nice work!
Small question a bit off topic. When firing a rifle nade, how does this system works irl and in game. Does it need a bullet or is it fired by airpressure or else.. Quite interested about this |
Tags |
grenade, launcher, m9a1, rifle, weapon |
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