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Ok and now a another model i did. It took me almost 10hours to make it.

Well here is my attemp at making a Rah-66 Comanche

I am still needing someone who can make UV Maps for it.

WIPComanche4.jpg<span style='color:red'>> 100kb</span>

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

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

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

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Looks like the white parts already have a UV map.

If youre able to create such a model I think it would not be too hard for you to do the tutorial in this topic

smile_o.gif

btw: do not forget the 100kb rule wink_o.gif

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A bit of an update on youtube, in HD

The first time the video loads it might go through it fast. It's a quick one light render, there's still work to do on it, the normal map doesn't show as much as I'd like it to, so I'll work on that. Comments, crits, welcome.

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A bit of an update on youtube, in HD

The first time the video loads it might go through it fast. It's a quick one light render, there's still work to do on it, the normal map doesn't show as much as I'd like it to, so I'll work on that.  Comments, crits, welcome.

Yes looks indeed very good!

I'm not a specialist but i would already take it in-game in this stage and play with it tounge2.gifwink_o.gif

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Nice work Mehman.

I'm no modeller, but one thing that stood out for me was the kind of sharp-looking edge on the front of the wooden fore-grip (?). It doesn't look as bevelled as the rest of the woodwork.

You can see a good close up of what I'm rambling on about here

Good luck with it, it looks great already!

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Hmm i tried to get it ingame , but if i put it on the Map in the editor hte game dosn't load and i have to return to desktop because the game dosn't do anything. Anyone know what it could be?

I checked the model and it has everything like the BIS Choppers too (just no textures atm..)

Are there no simple configs to check a model ingame like in OFP?   confused_o.gif

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@panda & dasquade

be carefull when baking normals in modo and playing around with the material smoothing angle.

the hard edges caused by the smoothing angle will be baked into the normal map aswell, which can cause some nasty artifacs in your normal map which you dont want to have!

best would be to bake the normal map with the smoothing angle set to 100 or higher (basically so it has just one smoothing group like in max).

this way the normals of the hi poly get captured correctly and you dont catch any nasty artifacts fromt he low poly´s hard edge.

however, there´s a slight problem with that.

once youve baked the normal map with the corresponding smoothing/ smoothing group, you cant change any of the two, as it will cause wrong normal map  renderings.

so if you baked your normal map with just one smoothing group, make sure you set the WHOLE model to smooth in oxygen and dont leave any sharp edges.

sounds strange at first, but the hard edges are defined through your normal map which captured the hi poly data.

the surface shading of the lowpoly is pretty irrelevant once the normal map is applied and sharpening edges will usually break the sillouete anyway.

depending on how arma is coded, this is the best solution.

the whole sharpen edge thing should be ignored anyways if you use hi poly referenced normal maps.

if you use photoshop based normal maps (YEECH!!!wink_o.gif it will work, because the normals in the nm, basically do nothing else than multiplying with the normals of the lowpoly.

i can set up a quick example if its necessary, but i guess you can figure it out yourself now.

any other engine (crye, ut3 etc etc etc) utilize the same.

btw: .OBJ usually takes smoothinggroups and smoothing angles in account, so i guess it might be oxygen that screws them up.

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I get what you're saying Nephilm. If nothing else works I'm gonna do it the Max way. Dasquade wants to have model not split for some reason so it's not an option for him. Hopefully simply matching the angle in Nodo and o2 will suffice. Will update you once I have some results.

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will be tricky, not to say impossible. smile_o.gif

in modo you can set an angle, which then will calculate the smoothing of the surface.

with oxygen you can set the hard edges directly.

modo isnt capable of that, 3ds max is (in a way, but not as oxygen).

id say go with the one smoothinggroup thing.

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After some tests i can say , something must be wrong with the model confused_o.gif As i said the Game dosn't load if i put the Unit on the Map in the Editor its like a CTD.

Thats pretty weird , never had those problems in OFP  banghead.gif  help.gif

Someone who can take a look at my model?  help.gif

Here some new shots of it , not ingame sad_o.gif

WIPComanche6.jpg

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

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

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

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Hmm do you know anything about configs, models.cfg and stuff? Maybe this is the reason for your crashes....

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no i just know how to make models and textures (not UV Maps)

never made a config. But i think the config is right because it show up in the menu and everything else is fine too. Just if i want to test it ingame the game doesn't react . This is only if i want to test my model.

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no i just know how to make models and textures (not UV Maps)

never made a config. But i think the config is right because it show up in the menu and everything else is fine too. Just if i want to test it ingame the game doesn't react . This is only if i want to test my model.

UV Maps is explained in a link that is on the previous page.

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@Q

With the config seems to be everything ok but something must be wrong with the model itself  confused_o.gif

@VXR

Yes i saw it , just have to find a way into it  tounge2.gif

Edit: Well i tried it now to make a UV Map like in that tutorial but i don't think i come to an result with it huh.gifhelp.gif

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@Q

With the config seems to be everything ok but something must be wrong with the model itself  confused_o.gif

@VXR

Yes i saw it , just have to find a way into it  tounge2.gif

Edit: Well i tried it now to make a UV Map like in that tutorial but i don't think i come to an result with it  huh.gif  help.gif

If that tutorial didnt work out the only thing left is to let someone do it for you I think.

When all the steps in the tutorial are carefully done it should work.

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@Desert-Rat You do have all needed lods ie: view-pilot ?

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@VXR

Well i can make the UV Map in O2 but if i save it , it has a resolution of 20.000x 22.000 crazy_o.gif and the textures dosn't get shown in Buldozer , i tried it with the glass parts first , but it dosn't attach the textures to the model huh.gif

@CSJ

Yes i have all LODs , i had always a look at the sample AH1 from BIS , seems to be everything ok. I have no idea what is wrong confused_o.gif

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Arctic Warfare Magnum. Model created by Monty and textures by me. So far it's just shadow mapped but it's good to view the model with.

awm001br4.jpg

awm002zv8.jpg

AAF Mod

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@TankCommander: Looks good to me. Any numbers of the model (polycount) or wires?

Personally i would leave out the hard/sharp edges around the trigger hole. Better leave that to the textures (normal/diffuse/color maps) as that will normally give you more controle over giving it a smooth sharp line, if you understand.

->Is it my eyes or what is that bad antialising line on the stock, noticable in pic nr.2?

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@CamMc tounge2.gif

@DaSquad - I believe the poly count to be around the 2.5k mark as the model version I have currently is triangulated as a result of Max to Maya. And yes thanks for the feedback on that particular area which I'll talk to Monty about. It does look a bit too harsh at the moment so I'll also mess around with fixing it the way you have suggested.

Lastly that thin pixelated line is a shadow LOD error which has already been picked up on smile_o.gif

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@tankcommander : nice looking rifle, good job smile_o.gif

isn't the bipod inverted ? i mean, it may need a "W" in o2 if you compare the shading between the left red-circle i drew and the right one. i think they should be in the same direction awmwr3.jpg

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