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Delirium

D addons in works

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So,

I wanted to contribute a bit to Arma community and give sth.

Unfortunatelly there arn't any tools yet made specifically fo Arma, so I decided that it would be a good time to start making it. I don't know which of those proposed will be released, simply because I don't know what will be possible to transfer to Arma.

Now, there will not be any specific subject, but I'd like to concentrate on non-regular stuff. First I will be making high poly models as a normal map source. Then there will be low-poly, texturing and other crap.

Hopefully you will enjoy this.

This is my first choice and this particular model was made some months ago and it should fit here, I guess.

I am going to add some things to it and improve on BDU to make it look more natural wrinklewise.

front:

frontap5.jpg

back:

backfk2.jpg

First and pretty obvious weapon choice. icon_rolleyes.gif

rifle1nk2.jpg

rifle2ip6.jpg

It isn't finished yet as it lack some detail. Some say, it isn't neccesary to make normal maps for weapons. Well, we'll see.

That's it for now.

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Woah nice looking stuff there.... Only question is can ArmA handle it? p.s what's the rearsight on that m4??

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Damn, looks really good. Keep up the good work notworthy.gif

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Thats the most impressive work I've seen in a while. I hope it makes it past the concept stage. Looks too high poly, but if it works... wow.

Also, you do not need the new tools to get this working and in-game. The new tools would only help polish it and make it final.

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This pics are more than words wow_o.gif Awesome work, Delirium.

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Holy Sh*t!!! That looks damn AWSOME!!! thumbs-up.gif

If you need help just say a word... I hope to see this units in Arma soon!

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excellent modelling! which software do you use?

do you plan on using mudbox or zbrush for detailling?

@ebud and wolfbite: it's for creating the normal maps - so no need to worry about polycount

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What are the current poly counts on them?

They look amazing. Really nice work.

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This is a wild guess but the M4 could be 20k and the guy 50k + but those are just an uun educated guess so..

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Thanks for your comments.

The buddy model is about 520K poly and the m4 is 450K. I plan to take it into Mudbox and take it up to 2.4 mil polys to add subtle details like folds and wrinkles.

Then to either XSI or a xnormal to extract the normal map. Whichever works best.

Considering the poly count, I guess if it works as I intend there will be little difference in low poly model in first LOD comparing to this monster. It wouldn't matter in other as noone would spot the detail.

Also, I wanted it to look as they should.

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well its pretty obvious that its NOT a game model but a reference model..

ofp people need to get used to that lol

very nice stuff

seen that model in a thread somewhere elese before

was it at subdivision modeling delirium?

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Thanks for your comments.

The buddy model is about 520K poly and the m4 is 450K. I plan to take it into Mudbox and take it up to 2.4 mil polys to add subtle details like folds and wrinkles.

Then to either XSI or a xnormal to extract the normal map. Whichever works best.

Considering the poly count, I guess if it works as I intend there will be little difference in low poly model in first LOD comparing to this monster. It wouldn't matter in other as noone would spot the detail.

Also, I wanted it to look as they should.

As neph said about getting used to things i can vow for that.

Anything else planned for the M4?

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Quote[/b] ]well its pretty obvious that its NOT a game model but a reference model.

So why point it out then if its so obvious?

Nice looking work though. Look forward to seeing some ingame "game model" pics one day.

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No, it's not obvious since we've had plenty of people on here in the past trying to pass off 200,000 poly renders as models they "plan" on getting in-game. Also name one other project thats been discussed and only the hi-res model for normal maps has been shown.

Also I'm not a modeler, and I've seen quite a few lower poly models rendered that were smoothed or had the normal maps already applied that looked pretty darn good.

Not all of us can spot the difference. At least I can't all the time smile_o.gif

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No, it's not obvious since we've had plenty of people on here in the past trying to pass off 200,000 poly renders as models they "plan" on getting in-game. Also name one other project thats been discussed and only the hi-res model for normal maps has been shown.

Also I'm not a modeler, and I've seen quite a few lower poly models rendered that were smoothed or had the normal maps already applied that looked pretty darn good.

Not all of us can spot the difference. At least I can't all the time smile_o.gif

Yes, it is quite a challenge to make it look good. As I said, I will make an effort to make it as good as possible and it doesn't mean I will succed. There are things that are beyond me like modding tools and human model export to Arma. Renders are cool but the end result is the thing that matters.

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such high -poly model probably will not work in game

weapons should have maximum 5 000

other way game will stop or lag after placing on map 2 such models

but it looks super - other way how it works in game engine under normal PC (normal i mean NOT 8 GB ram, dual 7950 GTX , 2 CPU and etc)

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its obvious for a trained eye biggrin_o.gif

even if lowpoly models have normal maps applied you can spot surface edges

and that model is pretty smooth

and im not only speaking about ArmA modding...

there are more games that use normal maps heheh

anyway

cheers

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such high -poly model probably will not work in game

weapons should have maximum 5 000

other way game will stop or lag after placing on map 2 such models

but it looks super - other way how it works in game engine under normal PC (normal i mean NOT 8 GB ram, dual 7950 GTX , 2 CPU and etc)

Vilas... and everybody...

These models are intended to be used as a source of normals. The ingame models can then be of any poly count. You take the surface information of these models and apply it to a low poly model. The only concern with these models in terms of definition then is the texture size of the normal map. Micro-details aren't going to read that well with a 512 x 512 normal map, for instance.

Quote[/b] ]

Nephlim said:

its obvious for a trained eye biggrin_o.gif

even if lowpoly models have normal maps applied you can spot surface edges

and that model is pretty smooth

That's not true for surface occlusion normal maps, which will make an appearance in dx 10.

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Guest

Great stuff delirium!

yeah I know what your going for... I had to use this process for BF2 modding as it was supported form the begining.

It will be quite a task to first get a working low poly model that fits the highres one....

The gun is also amazing....

Have fun bringing them ingame!!

notworthy.gif

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Update. I figured, I make a whole team, so they'd need some tools, right?

First one is M4 with m203:

m203hf1.jpg

m2031ms7.jpg

m2032ed8.jpg

There will be M14 and Mk46 or 48.

Then there will be time for some insurgents.

Well, yeah...., that's it for now. Oh and it's a high poly stuff for normal maps creation.

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Absolutly brilliant, i dont care what people say that these wont work in game, as far as im concerned, use them anyway

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Don't suppose we could get to see some Pmags in place of the steels for some variety? or is it all gonna be SOPMOD block one and 2 stuff?

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