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Blackbuck

Helping Hand's Stuff

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Projects are mainly dead, the Masada lives on somewhat with myself and a few other people.

Mark-HH.

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Well it's going to most likely be downsized to a more playable size.

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If that 1st pic is a your uv map, then you should redo it.

Textures look like they at 2% done, looks like just the base was put on.

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@faulkner

no, 14k poly models (quads)

are totally idiotic for a game like arma..

if you have 14k tris its also not that nice as its 7000 quad polygons.

and specially for a weapon model, even if its meant for the pilot view :S

get the poly count down arma can use normal maps

take advantage of that...

you might use the 14k model as a reference model to create normal maps with tools like nvidia melody but not as a game model

reduce the poly count eg for the barrel you dont need no more segments than 8 to make it appear round

specially since you can use normal maps

for the 3rd person view id delete the folowing on the model

the ribs on the mag (>normal map)

canibalize some round parts (instead of 16 segments make 8)

leave parts like the picantinny rail teeth

and leave them to normal maps

etc etc so that in the end you shouldnt have more than 4-5k tris for the 3d person model

invest time in the textures

textures do basically half the job on a model.

you might have a super coolm high poly and accurate model

but if the textures are sh!t the whole things for the bin

as for the uvs.. the only thing that looks right is the mag.

the rest needs to be layed out properly cause otherwise youll have probs with the normal maps later on.

you must´nt have overlapping uvs, eg like the barrel that goes right into the receiver.

this will cause ugly artefacts and ugly shadowing.

apart from that its not pretty cool to texture either since youll have ALOT of texture strechings.

take that in account as its still wip.

but the model looks cool tho keep it up

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get the poly count down arma can use normal maps

take advantage of that...

you might use the 14k model as a reference model to create normal maps with tools like nvidia melody but not as a game model

reduce the poly count eg for the barrel you dont need no more segments than 8 to make it appear round

specially since you can use normal maps

for the 3rd person view id delete the folowing on the model

the ribs on the mag (>normal map)

canibalize some round parts (instead of 16 segments make 8)

leave parts like the picantinny rail teeth

and leave them to normal maps

etc etc so that in the end you shouldnt have more than 4-5k tris for the 3d person model

invest time in the textures

textures do basically half the job on a model.

you might have a super coolm high poly and accurate model

but if the textures are sh!t the whole things for the bin

as for the uvs.. the only thing that looks right is the mag.

the rest needs to be layed out properly cause otherwise youll have probs with the normal maps later on.

you must´nt have overlapping uvs, eg like the barrel that goes right into the receiver.

this will cause ugly artefacts and ugly shadowing.

apart from that its not pretty cool to texture either since youll have ALOT of texture strechings.

take that in account as its still wip.

but the model looks cool tho keep it up

I thought you'd be here maam.

@ Point 1 - Yes it is a reference model, the "playable" one should be around 4 - 5K quads.

@ Point 2 - I agree about the magazine etc but i've only had my hands on the model for a short time so all in due course.

@ Point 3 - Textures are pretty basic atm instead of just showinga grey model. The magazine is the most advanced piece of the textures so far...

@ Point 4 I'll speak to DSA about the UVs

@ Comment 1 Thanks for the "coolness" vote :P

Regards HH smile_o.gif

*EDIT*

As i cliked post i checked my inbox to find that DSA had already done some of the previous.

masadalppm1.th.jpg

Low Detail

untitledai5.th.jpg

Newer UV

untitled2xv5.th.jpg

Newer Render

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very unique weapon dude thumbs-up.gif nice work, i dunno much about polies and stuff but for me it looks unique and cool!

maybe a weapon could be made later on comiled togheter all the odd weapons ofthe world like the ump 45 or what its called and others. smile_o.gif

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biggrin_o.gif Tis not bad for a weapon only in known existance since shot show this year is it.

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biggrin_o.gif Tis not bad for a weapon only in known existance since shot show this year is it.

Except that its internals are copied from the Armalite AR-180, circa 1963   wink_o.gif

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@Nephilim, I know all this theory. It's rather hard trying to

work out what exactly is possible with normal mapping,

though. In any case, I think even the new "Masada" weapon

is still far too "detailed" for use.

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Quote[/b] ]Helping Hand's Stuff
Quote[/b] ]All of the work so far is down to Drill Sergeant A.K.A P1nkmesh and Corkey.

??

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P1nkmesh from Military Meshes?

The UV map still needs work.

And what's this:

huhmr3.jpg

Are the barrels unwrapped cylindrically? Looks like top/down to me. But that's on first sight, haven't dived into it.

Other than that for now, great model.

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Quote[/b] ]Helping Hand's Stuff
Quote[/b] ]All of the work so far is down to Drill Sergeant A.K.A P1nkmesh and Corkey.

??

icon_rolleyes.gif That was pointless

@ MehMan I'm not quite sure about why that is there.

Thanks for the constructive critiscm an praise.

Regards HH smile_o.gif

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And what's this:

[imghttp://img220.imageshack.us/img220/5615/huhmr3.jpg[/img]

Looks like he's trying to make the pistol grip hollow without using too many faces. wink_o.gif

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That's pretty much useless. It's not like anybody is going to see that.

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such discussons like you are trying to start are pointless.

from your view you could kill all faces that arent sheen in 1st person anyway.

youre wrong..

have you though about animations?

maybe if you reload or do another fancy anim you might see it..

if its pointless y does he even bother to make the muzzle holes?

why does he even bother to model that rifle?

why the heck doesnt he make a simple plane and writes

"my gun" onto it...

seriously cant some people just go outside and die...

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Hi, those models look very good; maybe the use too much polys for

a weapon... 20 men armed with that and the FPS may suffer.

In the Coyote Tan version, a Elcan DR sight will be pimp, with the

same zoom that the SPR have when you use the scope (MB2), and

with the ACOG aiming cross smaller than in the BIS ACOG sighted

rifles; and with the red dot in the center, i think that the same

size that in the Dan M14 pack (for the OFP) for the aiming cross

will be the right size. But i don't know, anyway... that gun looks

good. Let's C ya

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such discussons like you are trying to start are pointless.

from your view you could kill all faces that arent sheen in 1st person anyway.

youre wrong..

have you though about animations?

maybe if you reload or do another fancy anim you might see it..

if its pointless y does he even bother to make the muzzle holes?

why does he even bother to model that rifle?

why the heck doesnt he make a simple plane and writes

"my gun" onto it...

seriously cant some people just go outside and die...

You can just shut it off and texture it. It's more efficient and would probably look better than the whole thing narrowing to one point.

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Hi, those models look very good; maybe the use too much polys for

a weapon... 20 men armed with that and the FPS may suffer.

In the Coyote Tan version, a Elcan DR sight will be pimp, with the

same zoom that the SPR have when you use the scope (MB2), and

with the ACOG aiming cross smaller than in the BIS ACOG sighted

rifles; and with the red dot in the center, i think that the same

size that in the Dan M14 pack (for the OFP) for the aiming cross

will be the right size. But i don't know, anyway... that gun looks

good. Let's C ya

Accessories might be added, namely the specter DR.

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DSA has sent me the M4 lower version as well now so when release day comes there should be 2 versions minimum.

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@mehman

Quote[/b] ]You can just shut it off and texture it. It's more efficient and would probably look better than the whole thing narrowing to one point.

no its not

ok from one side youre right you save polys/verts

but normal maps cant add/fake geometry where there isnt any....

they can only modify the surface..

anyway..

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Update

*Blows dust off topic*

To revive my comatose topic after a rather extended period of time here is a shot of the Masada (Yes I know that it is now the Bushmaster ACR) however when this model was made and the model that it represents is a Gen 1 Masada...

Piccy

masadatv2.jpg

Since my photoshop skills have increased since the last time I showed anything here I'm trying to make a better job on it.

However It is again still very much a WIP as I'm working on it in spare time I get here and there. It will be released when I think it's ready and not before so no bitching and whining asking when and where please.

Regards Mark.

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Nice looking Masada HH, just wanting to know however if there will there be versions with Collimator/Red Dot optics (Aimpoint M68/Comp-M2, Trijicon Reflex etc) and/or Holographic sights (Eotech)?

Thank you very much for any answers you can give.

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Specter DR at least credited to Dasquade and possibly a low or medium power rifle scope. Might do a red dot also.

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hm, did I have anything to do with this resurrection? smile_o.gif

Either way, I'm glad to see the project moving forward.

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