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Old 05-29-2012, 05:47 AM   #1
Staker
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Default [Weapon] RK95 - 7.62mm Assault Rifle [WIP](FDF)





Some tidbits:
  • Will be the main rifle of the Finnish Defence Forces faction
  • Will be issued (at least as an alternative option) to Officer, Rifleman, Rifleman Specialist, Grenadier, Crewman and Marksman. (There's still some uncertainity about how the marksman rifle will eventually be implemented.)
  • Possible accessories include:
    - ACOG
    - Aimpoint
    - Extra chin piece for stock
    - (Possibly bipod for marksman, decision yet to be made on this)

Been working with this for a good while now, and it's probably about time to post something about it here. It's very WIP, especially around the stock as it can be seen, but obviously criticism is always appreciated. I'll post more within a couple of days as I'll soon have no shortage of free time in hand. At the moment it's a bit tight.

Currently hovering around 7000 tris.












The idea of having two kinds of iron sights, like on RK62, is still there. Hopefully it can be implemented smoothly eventually. Basically the idea is to have a wider "aiming hole" with perhaps a little bit worse accuracy/deviation, and a smaller, more accurate hole that can be flipped on.



I'm still wondering how I'll finish the holes of the barrel. I have some ideas, but it's an area I wouldn't mind having advice.


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Old 05-29-2012, 06:29 AM   #2
Antol

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Default re: [Weapon] RK95 - 7.62mm Assault Rifle [WIP] [FDF]

Very nice! GJ Faction-team.


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Old 05-29-2012, 07:39 AM   #3
[R-COM]ddeo
Polish Faction Lead
Default re: [Weapon] RK95 - 7.62mm Assault Rifle [WIP] [FDF]

Crazy details, looks awesome, keep up the good work! I'm just a little worried, isn't it too detailed? You say it has 7000 tris, but I see mostly quads and BMesh in screenshots.

Anyway, once again: awesome model!
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Old 05-29-2012, 09:38 AM   #4
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Default re: [Weapon] RK95 - 7.62mm Assault Rifle [WIP] [FDF]

Question: What is the exact name of that rucksack in the pics?
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Old 05-29-2012, 02:34 PM   #5
[R-DEV]Amok@ndy
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Default re: [Weapon] RK95 - 7.62mm Assault Rifle [WIP] [FDF]

Quote:
Originally Posted by Staker View Post
I'm still wondering how I'll finish the holes of the barrel. I have some ideas, but it's an area I wouldn't mind having advice.
simply put them to the texture with Alpha Channel, thats enough for such a small piece


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Old 05-29-2012, 02:35 PM   #6
lucky.BOY
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Default re: [Weapon] RK95 - 7.62mm Assault Rifle [WIP] [FDF]

Quote:
Originally Posted by ddeo View Post
Crazy details, looks awesome, keep up the good work! I'm just a little worried, isn't it too detailed? You say it has 7000 tris, but I see mostly quads and BMesh in screenshots.

Anyway, once again: awesome model!
Ehm, I hope I understand you right. For the triangle count, it doesnt matter if the model itself is made form quad or trinagle polygons, right? Hence if he would split all his polys into three sided, for some odd reason, the tri count would stay the same, only the poly count would get higher (and match up with tri count).


Maybe im horribly wrong in something..

EDIT: The model looks really good, maybe those aiming holes could work using same mechanism as GL sights?


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Old 05-29-2012, 03:45 PM   #7
[R-COM]ddeo
Polish Faction Lead
Default re: [Weapon] RK95 - 7.62mm Assault Rifle [WIP] [FDF]

Quote:
Originally Posted by lucky.BOY View Post
Ehm, I hope I understand you right. For the triangle count, it doesnt matter if the model itself is made form quad or trinagle polygons, right? Hence if he would split all his polys into three sided, for some odd reason, the tri count would stay the same, only the poly count would get higher (and match up with tri count).


Maybe im horribly wrong in something..

EDIT: The model looks really good, maybe those aiming holes could work using same mechanism as GL sights?
BF2 is converting everything to tris. And from what I see on the screenshots are quads and polys mostly. I'm just worried model is too detailed and will lag the game. Right now it's 7000 tris, which is already much and count will increase when you will convert all quads and BMesh to tris. That's why I'm asking if it's really 7k tris model, or it has 7k tris before converting.
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Old 05-29-2012, 03:56 PM   #8
lucky.BOY
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Default re: [Weapon] RK95 - 7.62mm Assault Rifle [WIP] [FDF]

What I dont understand is how can the tri count rise when you export it. One quad is made from 2 tris. If you leave the quad bas it is or split it into those tris doesnt matter, the tri count will stay the same. This is why we judge models from tris count, and not from poly count.
Why should the tris count rise?

As for the 7k tris, it WIP, if it gets too high there is always space for optimising.


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Old 05-29-2012, 04:20 PM   #9
[R-COM]ddeo
Polish Faction Lead
Default re: [Weapon] RK95 - 7.62mm Assault Rifle [WIP] [FDF]

Quote:
Originally Posted by lucky.BOY View Post
What I dont understand is how can the tri count rise when you export it. One quad is made from 2 tris. If you leave the quad bas it is or split it into those tris doesnt matter, the tri count will stay the same. This is why we judge models from tris count, and not from poly count.
Why should the tris count rise?

As for the 7k tris, it WIP, if it gets too high there is always space for optimising.
For example in Blender, which I use for modelling we have "faces", which are all tris, quads ,etc. I'm not sure how it looks in 3ds max. But if it says that model is made from 7k tris and 4k quads and something else, then it will convert these 4 quads to more tris so you would have 7k tris + 4k quads. That's why I'm asking author if it's real number of tris, because I see on screenshots something else, will the tris number not increase?
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Old 05-29-2012, 04:32 PM   #10
[R-COM]Hulabi
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Default re: [Weapon] RK95 - 7.62mm Assault Rifle [WIP] [FDF]

It's 7000 triangles, even if you manually "cut" every face into a triangle, it'd still be 7000 tri.


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