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@Telejunky: cool idea for a model.  I only have one "nitpick": it looks to me that the station on the website is hexagonal, but the model is square.  Is this intentional?

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Thank you for your attention smile_o.gif No it hasn't got 6 sides, it is a kind of octagonal with small corners^^

http://www.antarcticstation.org/index.p....71#page there you can see those parallel lines. I think it would be good if i add thoses rocks with the wind generators. Unfortunately underground buidlings like alex.sworn's bunker is only possible in connection with island editing...First i only make the higher part. Maybe alexsworn will edit an island with reachable parts of the princess station under the ground  yay.gif

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@Rommel: can you explain a bit more about the flashlight redux? I mean, i don't understand it correct who in the pics is using a flashlight (it also appears to be a ambient light instead of a real cone-point flashlight). No offence, we all know more or less the limitations and it are all work-arounds...

While we are here, some new 'spam' pics of WIP stuff:

*VLTOR CASV-ELG

*Magpul PTS receiver

*Magpul MIAD

*Magpul UBR stock

*Magpul magazine

*VLTOR E-MOD stock

*Insight M6X light

*Insight ATPIAL

*Surefire M900

*VLTOR flashhider

and some other items...

Yes, and other M4 based weapon but maining for an Navy EOD weapon kit

CASV-PTS01.jpg

CASV-PTS02.jpg

CASV-PTS03.jpg

*Very early WIP models (too high poly atm).

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some more polys and you could use them as hi polymodels for normal maps.

seriously! smile_o.gif

eg all the detail on the pmag, its not necessary for a ingame model.

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Yup, i know, especially about the Pmag detail biggrin_o.gif . Already made a non-detail version though.

Somehow i would want to turn the model into a 'true' high poly model to extract a normal map of it.

For inwards 3D normal maps do the trick for me, but outward 3D stuff still feels and looks better imho as a model confused_o.gif . Often a small line between them...

But fact is i will have to cut down the details somehow...damn open and smooth hole RAS/RIS.

Model (especially RIS and some other details) is still unoptimized and part of the main model, so that alone should save me around 2-3K i hope.

Currently 19k tris (kit in picture 2 that is).

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Great looking weapons DaSquade.  Still...too bad that the soldiers can't grip the vertical grip correctly.  Don't understand why the devs never worked that out in ArmA.

GD Mast

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Well about the grips, afaik this will change as we will be able to 'somehow' controle the hand positions. Just don't know if that includes custom hand rotationed positions...time will tell.

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im currently working on my first model and need some help!

i got some problems with the converting from sketchup to .3ds format, is there anyone that is willing to help?

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well.. this is what we do when we are bored....

new megatron unit and mech warrior..

1.8k x 1k space station.. and about another .5 gig of stuff coming.

p><p><a  href=http://img407.imageshack.us/img407....MG]

http://forums.bistudio.com/oldsmileys/smile_o.gif' alt='smile_o.gif'>

edit:

and a lil more...

p><p>that is terrific, truley amazing [img]<a href=http://forums.bistudio.com/oldsmileys/biggrin_o.gif' alt='biggrin_o.gif'>:D:D

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im currently working on my first model and need some help!

i got some problems with the converting from sketchup to .3ds format, is there anyone that is willing to help?

export to .3ds as a single object and then import into oxygen, make sure that when you make the sketch up model you hae the dimensions tool on so you can see the size of the model, also when you import into oxygen, set the scale as 1:1

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well... i got the file imported,but whats next? how do i get it over to arma? is there any guides?

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well... i got the file imported,but whats next? how do i get it over to arma? is there any guides?

One thing I did was download the BIS sample MLOD models and then you just look at how theirs are put together and apply that to your model.

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does anybody know the major difference between making a lighting/shadows map using a skylight and light tracer in 3ds max and making a proper AO map using mental ray? I'm having problems with baking an AO due to inverted faces...ugh...

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solution:

invert the flipped faces :P

raytracing gives the better results.

alternatively bake your ao in xnormal or crazybump

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Well after long long time i started with modding again. I am already a bit better in making models , as i was to OFP times.

Well thats my first model i did its a own created Tank. But i still have to learn how to make UV Maps for Arma  huh.gif

p><p><a  href=http://i17.photobucket.com/albums....MG]

http://i17.photobucket.com/albums....MG]

http://i17.photobucket.com/albums....MG]

Maybe someone can explain me how to make UV Maps http://forums.bistudio.com/oldsmileys/confused_o.gif' alt='confused_o.gif'>

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First some hipoly shots:

wipbd3.th.jpgwipve4.th.jpgwipkz7.th.jpg

I've been modelling in Wings untill recently but my M4 hipoly is above 120k now and I have trouble even with exporting it, the programm was definitely not ment to deal with that heavy model (although quite efficient at making one).

So I'm trying out Modo and it seems nice (Blender unfortunately also suffers from the same performance problems and ontop of that it has an a... backwards design philosophy).

I have a problem figuring out something...

Ironically it's a problem with LOWpoly.

I am checking out Modo 302 right now and I think I am able to make a bake mapped/painted lowpoly working inside Modo itself but I don't know how to keep consistency between Modo Lowpoly hard edges and the hard edges in O2 after import. And without 100% correspondence between two meshes my hipoly derrived normal map won't be worth a thing.

In other words: how to make this one hard edge either soft in modo or remain hard durring import.

wipln6.th.jpg

I checked the export and it's not even consistent with what I see in Modo.

wiphc8.th.jpg

I would preffer to set all lowpoly edges to soft in modo and force hard edges by splitting the lowpoly mesh, then render the normal and set all edges to soft in O2 to have full consistency but I don't know how to force modo to do that (that is stop automatic hardness function).

I can, using split, set soft edges to hard, but the other way around I am forceless: if modo thinks it ought to be hard I have no say, it seems.

Another sollution would be to use the hard edges finder in O2 upon import but... I need to know the exact angle and it is not the default 60 degrees because if I import with 60 deg setting the hard edge I have shown you eralier becomes smooth.

And no, mendling with edge weight maps doesn't change the non-subdivided model in any way.

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thought I'd show a WIP movie I made of the Su-24, Mig23 and Mig-27 of Footmunch's Ofp addons being converted by The Project Racs Team, Lost Brothers Mod and myself.

Su-24 shown is Project Racs - Alpha version.

Mig23/27 are Lost Brothers versions (they will not be the same as Project Racs versions)

Mig-23 and Mig27 are getting new textures to that in the clip, lots of little tweaks to be done also.

The end of the clip shows the Mig-27 using a TV bomb (basically a bomb cam) the mig-27 also have a TV view in the front nose for ground targeting.

Click on the TV to goto my youtube page.

Channel 1 - Su24, Mig23, Mig27

channel 2 - F111

channel 3 - Mig29

channel 4 - Tog Gun F-14

<OBJECT CLASSID="clsid:D27CDB6E-AE6D-11cf-96B8-444553540000" WIDTH=450 HEIGHT=332><PARAM NAME=MOVIE VALUE=http://www.armedassault.eu/Television/BISvideo.swf?vquality=hq&youtubeID1=Xa_mWynfTIY&linkID1=http://au.youtube.com/user/eblevinda/&youtubeID2=a6VRO9b3xQI&linkID2=&youtubeID3=CNw4qgXnrqg&linkID3=&youtubeID4=TS_5TXoSKsA&linkID4=&><PARAM NAME=PLAY VALUE=TRUE><PARAM NAME=LOOP VALUE=TRUE><PARAM NAME=QUALITY VALUE=HIGH><EMBED SRC=http://www.armedassault.eu/Television/BISvideo.swf?vquality=hq&youtubeID1=Xa_mWynfTIY&linkID1=http://au.youtube.com/user/eblevinda/&youtubeID2=a6VRO9b3xQI&linkID2=&youtubeID3=CNw4qgXnrqg&linkID3=&youtubeID4=TS_5TXoSKsA&linkID4=& WIDTH=450 HEIGHT=332 PLAY=TRUE LOOP=TRUE QUALITY=HIGH></EMBED></OBJECT>

Southy

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@Panda: Suffering the same problem here  sad_o.gif . You can indeed split the hard edges, at least after you made your UV map as otherwise i get a bit harder to easy unwrap your stuff.

What you could do it work with two models....one you setup of the baking etc (soft and hard edges defined), so at least the bake is as it should. And then continue with the old (non-split model) for the import. I know,...

I tried to find an answer on the modo forum and afaik i checked with Jenny, but couldn't find a proper answer.

That is what hold me back baking normal or other maps.

*This have issues even with soft edges when baking AO maps, as even it is a soft edge, it bakes it slightly sharp so i still need to photoshop them a bit after the bake.

Hopefully someone comes with an answer one day.

Maybe the sollution lays in the export extension. I always use .obj as it doesn't split the model and convert it into a full tris model like when you use .3ds extension as i find it hard to work with such model in O2 (automatic poly->tri convertion often doesn't create the edge in the direction you want and i hate working with a split model...the merge function does the job but that is all a bit extra work imho).

Maybe .fbx is better, but afaik the BIS o2 doesn't have that funcion and i didn't done much testing with that extension.

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Ok, I found the setting.

In modo select the material you're using (shader tree box on the right)>RMB>Properties>Smoothing Angle.

Set it to 60 or any angle you find pleasent for your eyes (must work good with your cyllindrical surfaces). Then importing via .obj into O2 set the exact same angle. It is accurate enougth for me not to see difference.

Have fun with your work DaSquade.

/I also tested out a 3ds reimport method but I don't think it will be needed./

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