MehMan 0 Posted July 14, 2009 sneakymcfox, can you post a wireframe view please. Share this post Link to post Share on other sites
USSRsniper 0 Posted July 14, 2009 (edited) UV mapping done, did some basic Ambient Occlusion. And got it in game :) And don't expect to sue it on ranges of 2286 meters in ArmA 2 because no matter what view distance soldiers simply dissapear somewhere around 1000 meters :mad: Edited July 14, 2009 by USSRsniper Share this post Link to post Share on other sites
sneakymcfox 10 Posted July 14, 2009 @MehMan there you go. (needs a lot of simplifying, to many polygons at the moment i pressume.) Share this post Link to post Share on other sites
p75 10 Posted July 14, 2009 (edited) UV mapping done, did some basic Ambient Occlusion. And got it in game :) And don't expect to sue it on ranges of 2286 meters in ArmA 2 because no matter what view distance soldiers simply dissapear somewhere around 1000 meters :mad: Wow, mate, incredible model, very nice. Did you also make the sillencer? You need to set the distance for 2200 meters around the 8000-10000 meter mark. Can you show some more pics/vid? You have the model also with the sillencer? I'll be forever greatful, looks awsome! Edited July 15, 2009 by p75 Share this post Link to post Share on other sites
gms 0 Posted July 14, 2009 @MehMan there you go. (needs a lot of simplifying, to many polygons at the moment i pressume.) Why so much polys at the flat surfaces? :) Why do you not made a more simple mesh in the begin? Share this post Link to post Share on other sites
DaSquade 0 Posted July 15, 2009 @USSRsniper: Looks good, from what we can see on that small pic (why do people post that small wip pics? I know, 19th 99kb limite, but feel free to post some direct link of higher resolution pics please). Same for sneakymcfox. How are we supposed to help (if you want...in the end this was the purpose of this topic :) ). Can you post some wire pics of the cheytac and a poly/tris-count? ...and don't be afraid, i'm sure it is a good build... And don't expect to use it on ranges of 2286 meters in ArmA 2 because no matter what view distance soldiers simply dissapear somewhere around 1000 meters Hm, i thought we used to have something like objectDrawDistance next to sceneComplexity and viewDistance. Share this post Link to post Share on other sites
Inkompetent 0 Posted July 15, 2009 @MehMan there you go. (needs a lot of simplifying, to many polygons at the moment i pressume.) Well, on the other hand you need a high-poly model to make good shaders or w/e (I'm not modeler, so don't remember if it's shaders or normal-maps :P ), so starting very detailed ain't wasted :) Share this post Link to post Share on other sites
USSRsniper 0 Posted July 15, 2009 (edited) @USSRsniper: Looks good, from what we can see on that small pic (why do people post that small wip pics? I know, 19th 99kb limite, but feel free to post some direct link of higher resolution pics please).Same for sneakymcfox. How are we supposed to help (if you want...in the end this was the purpose of this topic :) ). Can you post some wire pics of the cheytac and a poly/tris-count? ...and don't be afraid, i'm sure it is a good build... Hm, i thought we used to have something like objectDrawDistance next to sceneComplexity and viewDistance. http://img198.imageshack.us/img198/4323/mesh.jpg 12k polygons when triangulated. If i remember correctly ArmA 2 triangulates models anyway? Edited July 15, 2009 by USSRsniper Share this post Link to post Share on other sites
p75 10 Posted July 15, 2009 http://img198.imageshack.us/img198/4323/mesh.jpg12k polygons when triangulated. If i remember correctly ArmA 2 triangulates models anyway? I just wetted myself :D Looks absolutely great! Did you manage to create the sillencer? Grtz Share this post Link to post Share on other sites
scubaman3D 0 Posted July 15, 2009 http://img198.imageshack.us/img198/4323/mesh.jpg12k polygons when triangulated. If i remember correctly ArmA 2 triangulates models anyway? When you binarize, it gets triangulated and I believe you're right - the engine will triangulate quads of unbinarized models. Share this post Link to post Share on other sites
Commando84 0 Posted July 15, 2009 http://img198.imageshack.us/img198/4323/mesh.jpg12k polygons when triangulated. If i remember correctly ArmA 2 triangulates models anyway? Clean looking sniper dude! :) its like perfect. Would be cool to see it with a normal map and the rest of the shiny stuff :D Share this post Link to post Share on other sites
DaSquade 0 Posted July 15, 2009 Thanks for posting. No real comment on the model accuraty (depends on what pics you have..i have like two versions...not sure witch is what version). The only shared mistaken i see might be the thinkness of the 'clip' just infront of the receiver group and in between the front grip. At least in my pics it is not a plate but a box. But nickpicking ;). As for the model build. Overall very good job. Poly/tris-count is good for the level of detail. Just might want to consider making an optimized RIS as those are poly-eaters :). But i wouldn't blame you if you didn't. *Deletes my Cheytac folder ;). Share this post Link to post Share on other sites
max power 21 Posted July 15, 2009 http://img198.imageshack.us/img198/4323/mesh.jpg12k polygons when triangulated. If i remember correctly ArmA 2 triangulates models anyway? I like it, but without seeing exactly what's going on with the geo, it looks like it could be optimized further. For instance, that pole in the middle of the plate that supports the tripod leg appears to serve no purpose from what I can see by that pic. Also, in my humble opinion, a lot of the round structures of your model are excessively detailed. For instane, the tripod legs, the rear monopod leg, the rods for the extendable stock, and the wavy bit beneath the barrel look to me like they would not lose much if you were to downmodel them. You could then spend some polies on bevelling some of those sharp edges perhaps and rock the realistic edge lighting for a similar poly count... All in all, however, it seems like a very clean model Good work. Share this post Link to post Share on other sites
Fortran 1 Posted July 15, 2009 Finishing up modelling work on my F-117A Nighthawk which I am hoping is going to be my first attempt at getting a working vehicle into the ARMA2 world. Just some quick clays for now. Currently sitting at 2911 polys. Still need to get the cockpit done, landing gear and bomb-bay and detailing, but its getting there slowly. Will start a WIP thread in the Addon discussion forum when I have it textured and ready to bring into 02. Do realize it's not the most "practical" aircraft for ARMA2 lol but I have been meaning to get this model finished for a few months now so am using this as my incentive to get it done. Share this post Link to post Share on other sites
USSRsniper 0 Posted July 15, 2009 (edited) For instance, that pole in the middle of the plate that supports the tripod leg appears to serve no purpose from what I can see by that pic. It does have purpose, the plates that hold the bipod are attached to the ring which can be attached to the barrel. The bottom of this ring has that pole where the screw goes in. Also the round parts are 18 sided cylinders. Edited July 15, 2009 by USSRsniper Share this post Link to post Share on other sites
max power 21 Posted July 15, 2009 Yes, but why are you defining where the underlying corner is on the top plate? It looks like you have an edgeloop of seperation there. The top plate I think could do with having no vertices in the outer most face. Having the bipod legs and stuff with 18 sides is excessive, in my opinion. You see you have an edge density there that is much, much greater than elsewhere on the model. After a certain point, the 'roundness' of 3d cylinders is only detectable by the viewer if you see the 'corner' of the cap. Also, 18 doesn't divide by powers of 2 very well, so in the next LOD you're going to have 9 sided or whatever cylinders... then what? Well, you'll have to build new cylinders and transfer the uvs or reunwrap them. Share this post Link to post Share on other sites
USSRsniper 0 Posted July 15, 2009 Yes, but why are you defining where the underlying corner is on the top plate? It looks like you have an edgeloop of seperation there. The top plate I think could do with having no vertices in the outer most face.Having the bipod legs and stuff with 18 sides is excessive, in my opinion. You see you have an edge density there that is much, much greater than elsewhere on the model. After a certain point, the 'roundness' of 3d cylinders is only detectable by the viewer if you see the 'corner' of the cap. Also, 18 doesn't divide by powers of 2 very well, so in the next LOD you're going to have 9 sided or whatever cylinders... then what? Well, you'll have to build new cylinders and transfer the uvs or reunwrap them. Well it's fine, since I always make LODs manually :) Share this post Link to post Share on other sites
adumb 0 Posted July 15, 2009 Really nice work Fortran and USSR. Share this post Link to post Share on other sites
PSYCHOSIM 0 Posted July 15, 2009 It does have purpose, the plates that hold the bipod are attached to the ring which can be attached to the barrel. The bottom of this ring has that pole where the screw goes in. Also the round parts are 18 sided cylinders.Great looking model! Have really liked the Cheytac since seeing the film Shooter... :bounce3: Share this post Link to post Share on other sites
IrishDeviant 10 Posted July 16, 2009 Fortran, nice to see you working on Arma II. Great work with the F-117, looks great. I'll be posting some progress on my F-22 Raptor either tonight or tomorrow. It's sat on the back burner forever, but it's getting their. The fuselage, wings, tails, etc are complete. It's now just adding the details such as the weapons bays, cockpit, nozzles, gear, and so on. Should be done in the next few days, then another few to texture it. Although, I have no idea how long it's going to take to get it in game. I'm waiting on a tutorial from RKSL-Rock so I know what I'm up against. I haven't seen anything regarding an F-22 Raptor here in the forums, so if anyone is working on one, please let me know so I can move on to the next model on my list. Also, I have a nice Los Angeles Class USS Dallas modeled. Does anyone know if subs will work in Arma II? Share this post Link to post Share on other sites
scubaman3D 0 Posted July 16, 2009 Scubaman/Dasquade colaboration. Macmillan TAC50. Our turn to show some sniper gear :) (WIP of course) Share this post Link to post Share on other sites
mankyle 420 Posted July 16, 2009 Subs working in Arma 2? Yes, they work. Try porting GNATs submarines to arma II. The only thing you have to do is to change the crew names in the config so they no longer point to "soldierWB". Try "USMC_soldier" for example. They work very well, they even dive when they detect an enemy ship or even when you set a waypoint with a "combat" or "stealth" paramether Share this post Link to post Share on other sites
Commando84 0 Posted July 16, 2009 wicked stealth fighter fortran! :D can't wait to try it out someday :) What load outs you are gonna have? Lgb's and mavericks or stingers and lgb's ect? will it have a cannon? Share this post Link to post Share on other sites
cole 0 Posted July 16, 2009 scubaman3D I'm drooling all over my table. Looks great. Share this post Link to post Share on other sites
Barnaby 10 Posted July 16, 2009 Looks great scubaman3D, keep up the good work. Share this post Link to post Share on other sites