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nephilim

Some Modern Russian Boomsticks

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We need to get Neph and Romans models together for a weapons pack in ArmA. I would have no gripes about setting up some awesome models and configs for ArmA.

I doubt that'll happen. As was stated earlier, he's THQ's lead artist. You'll find much of his work in S.T.A.L.K.E.R wink_o.gif

Work of that calibre doesn't get released for free.

And Nephilim, what's wrong with RomanS' textures? So they're photos... Doesn't get much higher in quality than photorealistic wink_o.gif

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nice job, Neph. the normal map is well done (some explanations, please tounge2.gif )

i have just a notice. the worn metal (white) is in my opinion too much white. wink_o.gif grey would be better + on the top of the weapon the color could be more shining and with a colour going towards the dark yellow smile_o.gif

how many textures did you use for 1 weapon and which size(s)? yeah i'm curious tounge2.gif

Quote[/b] ]when someone can do normalmapping - star

try to learn wink_o.gif

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hi

big thx for the kind words smile_o.gif

@vilas

no the weapon are made in modo

textured in photochop

@dante

its a very light grey i ve used since the metal below the black coating is pretty bright aswell and looks like some alluminium thing

the shining is of course dependent on the lights in the scene

remeber these are renders smile_o.gif

ill play around with the color of the spec but that is like in RL also variable depending on the light

ill post a sample next time

i use one large texture (2048*2048) for the main rifle body

each attachment has its seperate textures due exchangability

and is settled about 1024*1024 for decent quality.

the normal map is done with plain photochop

no reference model used

ive only used the normal map for small details that arent really worth modeling.

like the stamped serial numbers and so on.

striking elements are modeled throuout

the greyscale image for the bump/normal and specular map are derrived from the actual texture

polycount is about 9k TRIS! for the main body rifle

which is fairly ok for arma

with all attachments added (cobra or 1p29, pbs5, gp-30) it reaches upto 15k tris

yea it sounds fairly high i know

but arma isnt the only platform ill be using these models for

(pst! next gen license wink_o.gif  )

about the photo textures.

of course they are great because they ARE real

this also means the usually have hilites in them and its pretty painful and time demanding to remove them specially for games like arma that have dynamic lights and normal maps

it simply looks arkward to see a flash running on your weapon and having another one static on one side :/

of course if you use light diffusors and know how to make proper photos photos will always be superior and fast.

but honestly how has any specific weapon handy and access it for some hours to make photos of it..

but for smaller pieces these are great smile_o.gif

cheers

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polycount is about 9k TRIS! for the main body rifle

which is fairly ok for arma

with all attachments added (cobra or 1p29, pbs5, gp-30) it reaches upto 15k tris

yea it sounds fairly high i know

Jesus TFC. Will you be culling any polys for Armed Assault, and keeping your high-poly originals for your Crytek work?

Otherwise, between you and that Delirium bloke we'll be able to have wars with one high poly soldier and one high poly rifle each, on a Quad Core system, heh!

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I'll have to see it in action before I can say how bad it will run. But I cant imagine it being too horrible if the LODs are done right.

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its tris not quads smile_o.gif

in oxygen most people build their models from 5000 quads or more

if you triangulate it you already have 10k tris

other than that people cramp their models with several larger textures like 4 1k textures

with default paatool compression each of these textures is about 1.2 mb large making it about 5 mb per model

a single 2048*2048 texture is just about 2.5 mb large

adding same sized specular and normal maps

even increases the RAM/gpu (whatever) usage.

so its not only poly count that can create slowdowns and lagg

think about it wink_o.gif

i havent said ill be making these for crytek...

i wouldnt be showing them then XD

well deliriums showed reference models and not game models

reference models usualyl have polycounts of several hundred thousand or even millions to derrive smooth geometry data for normal.

usually much more lower poly models are used then as game models.

but 10k tris right now isnt that unusual anymore

the arma infantry is also pretty decent in its polycount...

aswell as some vbs1 models already were

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my models of weapons have max 3 500 poly on LOD 0, usually less than 2000

i am afraid to make more detailed, difference is not seen in game, but your CPU and VGA feel it very wink_o.gif

if you put 50 soldiers

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3500 quads or tris vilas? wink_o.gif

well i havent said these will be the 3rd perspective models for arma.. but maybe the ones for the ego perspective...

i kinda just felt like modeling something actually mid-poly

as ive been modeling dozens of low poly objects (500-200 tris)

for some months now

and its kinda relieving not to struggle with each damn poly

just to stay under the given polygon limit hehe

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So what is the avrage polly count on arma rifles?

@Vilas

do you plan to set yourself a new standerd polly count? or do you think you have reached the practical polly cap?

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ill check the vbs1 rifles later on as they basically are the same as the arma ones

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in Oxygen there is polycount counter and points counter

there is no triangle or quad counter

so i cannot answer in other way

sometimes scope like 1P29 can have more polys than whole AK smile_o.gif

if we have tools maybe we will be able to know how much game can take at LODs

now we still suffer from texture missing and etc.

i am very carefully about polys in models, maybe textures are more important than polycount in this engine /

every weapon in arma has 1 colored texture about 1024*1024 for weapon

how look weapon with ARMA textures but without normalmapping you can see on my AK models, there is very big difference

in OFP we had many textures on one weapon model

i don't know how it should be - no SDK yet :/

yet we are blindly seek in dark cave wink_o.gif

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Without derailing the topic:

@Vila: Well indeed you have the 'face' counter and 'point' counter. No mather if your faces are poly or tri, it will count the number of modeled faces in what ever 'mode' they are. So what Jenny more or less wanted to know is what is your model made out? Full poly (quad) or fully tri's or mix of bought.

As quick test, simply select your model and press the triagulate button (/ here). Meaning like said above i think, a 1500 poly model will then be 3000 tris model. If it was a mix, mostly already done in the model during building it to avoid bad lightning or wrong face direction splitting (->clipping), the number will somewhere between then.

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nephilim,congrats for the ak its some impressive work u made here specially with the textures... i wonder if u already tested this in any realtime engine, specially to validate normal/specular texture...

renders can be tricky sometimes, from what i experienced....

can u also show us the specular texture? imho specular maps are the most dificult one to create, since there's no other technique then hand paint it in photoshop. from what i can see from the renders, the specularity its perfect... keep the great work, ty for the inspiration,maybe i'll try to model a weapon like this someday.

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i havent tried them in the arma engine

in others yes

but as per se engines are different and ill need to reajust them

@vilas

i dont use oxygen for mapping nor modeling anymore

its very rudimentary and very slow for these tasks

there are far better tools that can handle UV mapping ALOT better smile_o.gif

you always can lay them out in oxygen manually

but thats kinda very time demanding.. :/

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Nephilim,

You never responded to my PM. Do you need those scopes or not?

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i cant remember a pm of you but i did reply to your post some pages back smile_o.gif

yes pso1 4x24 and the standart issue scope for the sv98

id need pics of these please smile_o.gif

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Awsome work nephilim

such sexy models need great configs so as somebody pointed out earlier are you going to use Solus SLX configs ? you'd better do pistols.giftounge2.gif

or you didnt reach to that point yet ?

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hi

sorry for the lack of updates

but ive been busy with lotta RL stuff...

and working on those models would require a day to have more than 24 hrs :/

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Yeah, but not with Oxygen wink_o.gif

cant wait for the firepower nephilim

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im an etheist...

i belive in coffee

and

squirrels..

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