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Modelling & Animations Everything but Static Objects

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Old 2013-02-23, 02:00   #21
Sgt-Frede
Default Re: [Model] RPG-29 [WIP]

p3d.in - RPG29

Should the front iron sight be the same size as the one near the scope?
I'll remove the un-needed tris on the iron sights when I'm done with them.

I'm at 9.016 tris atm.
That's with everything.
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Old 2013-02-23, 07:11   #22
samogon100500

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Default Re: [Model] RPG-29 [WIP]




Front Iron sight looking like RPG-26,but smaller.
Create iron sight and start creating UVs IMO.That more,that enough.

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Old 2013-02-23, 07:36   #23
Doc.Pock

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Default Re: [Model] RPG-29 [WIP]

you could lower the amount of sides on the inside cylinder of the tube since it wont really be seen much in 1p and you could use those tris on the sights
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Old 2013-02-23, 08:13   #24
rodrigoma

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Default Re: [Model] RPG-29 [WIP]

so we will be able to add the BUIS system to the rpg?
that's pretty cool, if true
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Old 2013-02-24, 00:03   #25
Sgt-Frede
Default Re: [Model] RPG-29 [WIP]

p3d.in - RPG29

What do you guys think? I made the middle iron sight bigger and re-did the front sight. Now they're the same size as each other. Should I start on the UV mapping now?
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Old 2013-02-24, 06:34   #26
samogon100500

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Default Re: [Model] RPG-29 [WIP]

Looks not bad to me,guess you may start UV.But before check for geometry errors,like non-attached vertex or floating polys etc.

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Old 2013-02-24, 07:16   #27
[R-DEV]​Rhino
PR:BF2 Developer
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Default Re: [Model] RPG-29 [WIP]

Looks like you need to optimize quite a lot of things that have waay to many faces, and then round off quite a lot of stuff too that don't have enough faces. You should check this tut out: https://www.realitymod.com/forum/f18...cylinders.html

And also this one: https://www.realitymod.com/forum/f18...age-heavy.html
Quote:
Optimization

Is the projectile also visibly loaded in an animation like the RPG-7? If so then ye, you need it modelled in some detail, but the biggest rounded parts should have the same number of faces as the tube it fits into, and the smaller rounded parts should be optimized as per the above, collapsing every other face, or more.

One thing to also keep in mind is that big parts, near the player need to have ore tris than thous away from the player. The zoomed in scope should have a lot more tris than it has already for example, not for the reticle that's fine from when I took a glance, but the shell needs to be much more rounded etc.

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Old 2013-02-25, 21:36   #28
[R-DEV]Mineral
PR:BF2 Lead Designer
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Default Re: [Model] RPG-29 [WIP]

further optimized. Here is the UV he made:


http://p3d.in/Fsdqe/wireonshadeless

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Old 2013-02-25, 21:48   #29
[R-CON]​lucky.BOY
PR:BF2 Contributor
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Default Re: [Model] RPG-29 [WIP]

Why is it like two squares next to each other? The left part could be packed more tightly, tbh.

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Old 2013-02-25, 22:09   #30
Spush
Retired PR Developer
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Default Re: [Model] RPG-29 [WIP]

Think the UV needs a lot more work tbh. I'll let someone with more uvw mapping experience than me help out.

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