project reality header
Go Back   Project Reality Forums > PR:BF2 Mod Forums > PR:BF2 Community Factions > Faction Archives > Polish Forces
23 Jul 2014, 00:00:00 (PRT)
Register Forum RulesDeveloper Blogs Project Reality Members List Search Today's Posts Mark Forums Read
Polish Forces Discussion pertaining to the PR Polish Forces faction.

Contact Support Team Frequently Asked Questions Register today!

 
 
LinkBack Thread Tools Display Modes
Old 06-22-2012, 12:09 PM   #1
MTOOO
Default [Weapon] Wz.96 Beryl

Model of WZ.96 Beryl.

Model.: 7702 tris

Do as many triangles can be?

MTOOO is offline
Old 06-22-2012, 12:15 PM   #2
Tim270
Retired PR Developer

Tim270's Avatar
Default Re: [Weapon] Wz.96 Beryl

7.7k is fine for the 1st person weapon. Things I would consider at this point though is shifting more of the triangles to where they matter more. For example the bottom of a magazine is something the player will rarely, if ever see.

Something I would strongly consider also is giving a very slight chamfer to the back of the receiver and stock joint housing. Having straight 90degree corners right in-front of the player is something to and avoid.

Looks good though, could we see some wires? easiest way to give you feedback.
Tim270 is offline
Old 06-22-2012, 12:37 PM   #3
MTOOO
Default Re: [Weapon] Wz.96 Beryl

MTOOO is offline
Last edited by MTOOO; 06-22-2012 at 12:42 PM..
Old 06-22-2012, 03:12 PM   #4
[R-DEV]Amok@ndy
PR:BF2 Comm Faction Lead
PR Server License Moderator

[R-DEV]Amok@ndy's Avatar
Send a message via Skype™ to [R-DEV]Amok@ndy
Default Re: [Weapon] Wz.96 Beryl

you need 3ds Max 9 for Bf2, now you need to convert your model and then you might need to redo the smoothing groups


To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts.

[R-DEV]Amok@ndy is offline
Old 06-22-2012, 03:29 PM   #5
Tim270
Retired PR Developer

Tim270's Avatar
Default Re: [Weapon] Wz.96 Beryl

Yeah, when you send it back to 3ds max 9 export it as a .fbx that way you will minimize artifacts in the port.
Tim270 is offline
Old 06-27-2012, 10:41 AM   #6
Fresz

Fresz's Avatar
Default Re: [Weapon] Wz.96 Beryl

small update




To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts.


Fresz is offline
Old 06-27-2012, 11:04 AM   #7
Spush
PR:BF2 Developer
Supporting Member

Spush's Avatar
Default Re: [Weapon] Wz.96 Beryl

Looks like it needs an ambient occlusion bake.
Spush is offline
Old 06-28-2012, 07:24 AM   #8
Fresz

Fresz's Avatar
Default Re: [Weapon] Wz.96 Beryl

p3d.in - Wz.96 Beryl Rail System - Model

small update



To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts.


Fresz is offline
Old 07-01-2012, 12:40 AM   #9
40mmrain
Supporting Member

40mmrain's Avatar
Default Re: [Weapon] Wz.96 Beryl

link appears to be broken, but the previous pictures look really nice, excited for some decent optics on an AK pattern
40mmrain is offline
Old 07-04-2012, 10:18 AM   #10
MTOOO
Default Re: [Weapon] Wz.96 Beryl

Final Verion.

Standard Version.: 4480 tris
Wz.96



Rail System.: 6928 tris
WZ.96 Rail System



Rail + Wz.74 Pallad.: 8546 tris + Cartridge.: 560 tris
Wz96 Beryl + Wz74 Pallad

MTOOO is offline
 


Tags
beryl, weapon, wz96
Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Trackbacks are On
Pingbacks are On
Refbacks are On



All times are GMT -4. The time now is 11:37 AM.


Powered by: vBulletin. ©vBulletin Solutions, Inc.
Search Engine Optimization by vBSEO 3.6.1
All Content Copyright ©2004 - 2014, Project Reality.