JB™ 1 Posted January 16, 2007 After many requests on other sites for us to show some of our projects, we have decided to show some images of our early work. These are still very much work in progress and are subject to substantial change but we thought it was about time we got some images out to the public. The images are only basic renders in Maya I have just started learning how to use it, you will notice also that the images are reverse, and technical hitch after importing from O2. Here are a few weapons we are planning on releasing. G36 - very early O2 shot WIP_G36.jpg M82 - render, model donated to my UKSP project by Sniper_skull WIP_M82.jpg WIP_M82_1.jpg WIP_M82_2.jpg WIP_M82_3.jpg L96 Model PM Sniper Rifle WIP_L96.jpg WIP_L96_2.jpg WIP_L96_3.jpg WIP_L96_4.jpg CWS/KITE Night Sight WIP_CWS.jpg WIP_CWS_2.jpg WIP_CWS_3.jpg The next few sets of images are going to raise some eyebrows as to the feasibility of having the m in a Special Forces project so I will explain FV432 APC This is going to be a static model to be used on our planned Copehill Down FIBUA village. The real village has a FV432 with MG turret as a target on a Molotov cocktail target range; I also have a 432 model with MG turret that I will be using. Please note this model is an old model that I was making when working at UKF, so there are still parts of it that I recognise as UKF property (GPMG and road wheels) WIP_432.jpg WIP_432_2.jpg WIP_432_3.jpg Cobra/Longline Light Strike Vehicle This is a project that I have a very personal interest in, the LSV was never used in actual combat ops by the SAS, but was deployed and trailed in Gulf War 1. I have collected allot of info form many sources on this and although not an accurate portrayal of what today’s UKSF are using, I think this could add some fun factor to the MOD. UKSF currently have similar vehicles on trial to cope with the harsh terrain of Afghanistan and Iraq so, the project may not be as unrealistic as first thought. This model is actually the second version, the first was too low poly and I personally thought that ArmA could cope with a higher poly model so I am completely remaking it. WIP_LSV.jpg WIP_LSV_1.jpg WIP_LSV_2.jpg WIP_LSV_3.jpg Hope you like what I have been working on so far, now we have a professional modeller on the team I am hoping updates will not be as long in coming in future. Share this post Link to post Share on other sites
Messiah 2 Posted January 16, 2007 technically the GPMG is the property of lowlands warrior mod, as thats who we got ours off if i recall correctly mate. the L96 - Correct me if I'm wrong, but isn't the bolt on the wrong side? Share this post Link to post Share on other sites
JBâ„¢ 1 Posted January 16, 2007 @ Jan. 17 2007,00:34)]...you will notice also that the images are reverse, a technical hitch after importing from O2. yes mate, all the renders are the wrong way around, I is a noob maya user (noob as in 10-15 mins using it) thanks for the headsup on the GPMG, it wil lbe removed anyway for the static model. Share this post Link to post Share on other sites
Messiah 2 Posted January 16, 2007 oh ffs, i missed that part of your post - sorry, its been a long day. Share this post Link to post Share on other sites
JBâ„¢ 1 Posted January 16, 2007 no worries mate, I have had a kinda long one myself. Share this post Link to post Share on other sites
Messiah 2 Posted January 16, 2007 otherwise its looking good mate, 432 looks really nice - hope you can get a decent recording of the engine for her, wouldnt be the same otherwise Share this post Link to post Share on other sites
JBâ„¢ 1 Posted January 16, 2007 aye mate. I chucked a big bag of nuts and bolts into my washer/dryer and put it on spin cycle - sounded just like one it is only going to be static model, so no sounds needed. here is an image of the real one (in use) at Copehill Down 432 & molotov cocktail range Share this post Link to post Share on other sites
Messiah 2 Posted January 17, 2007 how large were you planning on making the salisbury map? Just boscombe and the immediate area, or copehill as well? Share this post Link to post Share on other sites
JBâ„¢ 1 Posted January 17, 2007 Havnt decide 100% yet how big it will be. I may even split the training area down the middle and release as two parts, East and west. It would be great to get the whole area done on one map to scale with all the DZ`s, HLS`s, Impact areas, close target op areas etc. Whichever way it goes, Copehill down will be accurately portrayed on it. Boscombe, do you mean Boscombe Down near amesbury? size is something we are still discussing, DEMs and likewise are going to be the deciding factor on this one mate. Share this post Link to post Share on other sites
Messiah 2 Posted January 17, 2007 yes i do mate - obviously its a fair whack away, but its the closest RAF base to the site, so I'd assume any major training with aircraft and the like would include that site? Could always fore go utter accuracy and move it a little closer. Going to have the village of Imber in as well? Share this post Link to post Share on other sites
jammydodger 0 Posted January 17, 2007 Nice work JB, looking forward too seeing more of your teams work. Front paged on AAZ Share this post Link to post Share on other sites
the_shadow 0 Posted January 17, 2007 the bolt of the L96 is on the wrong side..... thats a left handed weapon! Share this post Link to post Share on other sites
JBâ„¢ 1 Posted January 17, 2007 No its not, the bolt handle and knob are though, you should really read ALL the thread mate Share this post Link to post Share on other sites
Blackbuck 9 Posted January 17, 2007 Lots of nice things there to play with eventually. LSV looks quite nice Regards HH Share this post Link to post Share on other sites
JBâ„¢ 1 Posted January 18, 2007 yes i do mate - obviously its a fair whack away, but its the closest RAF base to the site, so I'd assume any major training with aircraft and the like would include that site? Could always fore go utter accuracy and move it a little closer.Going to have the village of Imber in as well? With the Island I was making for VBS1 I made a small offshore island that had a military base and airfield on it, I could do the same for this too, that way realism is effected too much. As for Imber, yes that is in my plans mate. I came across a webiste ages ago with some nice refpics of the houses at imber village, without reading too much of the site itself I hit the `contact us` button and sent them a nice email about how I was a infantry soldier and that I had trained at Imber many many times and how much I would like to re-create the vilalge if she could send me sdome of her shots for reference. I got a shocking email back, with a disturbing choice of words from a lady - she was absolutely livid!. I read more about the website and I realised it was one of those do-gooder sites in memory of those who gave up the village for the war effort. They were involved in heavy protesting against the Army using the village for training so my email didnt go down well with her at all I dont know if you saw it but there was a program on last year about the village with some archive shots of the army using it from the 40`s upto present day. : Share this post Link to post Share on other sites
Messiah 2 Posted January 18, 2007 lol, considering they residents were only moving out temporarily in the 40's, 60 years on i can kinda understand Share this post Link to post Share on other sites
MehMan 0 Posted January 18, 2007 Can we see some wireframes? I think you're wasting polies there man. Share this post Link to post Share on other sites
JBâ„¢ 1 Posted January 19, 2007 Which one(s) do you want to see wire frames of mate? Except one, those models were being built based on exisitng VBS1 model poly counts, so I wouldnt have thought they were going to be OK in ArmA. Share this post Link to post Share on other sites
MehMan 0 Posted January 19, 2007 CWS is looking a bit high poly. But that's probably just me. Share this post Link to post Share on other sites
Messiah 2 Posted January 19, 2007 16 sided (or from what i can gauge), with about 23 lengths, makes it roll in at around the 400 mark i suspect? depends on the weapon it gets attached to of course... Share this post Link to post Share on other sites
JBâ„¢ 1 Posted January 19, 2007 yeah, it currently stands at just under the 430 mark, most OFP sight I lookedat were around 350-400. I expected to have to go higher with the CWS due to its physical size, it is quite a bit larger than a normal scope so cutting the faces down on the tubular part made it look really blocky I guess I will have too test and re-do if its that bad ingame. My specs are around the minimum so I know if it works on my machine everyone else should be OK. Thanks for the feedback Share this post Link to post Share on other sites
smiley nick 51 Posted January 20, 2007 Looking good JB, will you be including any special features for the units, such as being able to "Place items" setting a small camp, ect, or will it just be models? Nick Share this post Link to post Share on other sites
Jack-UK 0 Posted January 20, 2007 Good luck with this mod guys, i'd love to see a decent set of SAS units, weapons, vehicles etc Share this post Link to post Share on other sites
JBâ„¢ 1 Posted January 20, 2007 Looking good JB, will you be including any special features for the units, such as being able to "Place items" setting a small camp, ect, or will it just be models?Nick I will include everything I can that the engine allows and that doesnt effect the playability too much. I have had Tug on board since day one and once he gets his teeth into the scripting im sure he will be a fantastic assett to us. We aslo recently took onboard a previous lead 3D modeller at MPC (Moving Picture Company) and is now currently Senior Modeller and Texture artist at Cinesite. He is working on his paid project with Cinesite obviously so he is a pretty busy guy but the quality of work he can produce is fantastic and will be great for our team. Having realistic and animated units with various clothing like smocks and such should be no problem with the skill he has in Maya. @Jack-UK - thanks mate Share this post Link to post Share on other sites
mr reality 0 Posted January 20, 2007 @JB [sASMOD] Are you working independently or are you sharing things like textures and weapon models with PUKF. As you obviously know, Messiah and the other PUKF guys made a superb L96 rifle pack and it would be a waste if two British mod teams made independent weapon and unit packs. I like my addons to be consistent and therefore i would opt to use PUKF weapons with your SAS units because i wouldn't want two identical weapon packs in my addon folder. I also prefer it when the same countries soldier units look the same ie, uniform and webbing textures. This may sound like i won't appreciate your hard work but i've never understood why two talented British mod teams don't just join forces. If i've missed something i appolagise but i just want British forces to be represented in ArmA even more than they were in flashpoint. Good luck with your projects though and i eagerly await there coming... Share this post Link to post Share on other sites