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Old 2011-01-03, 16:35   #11
Scot
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Default re: [Weapon] RK 62 - 7.62mm Assault Rifle [WIP] [FDF]

Good work guys, keep going even if you don't have a forum, you guys are looking really good, and offer something different from just AR-15 style BLUFOR factions!

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Old 2011-01-03, 16:41   #12
BroCop

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Default re: [Weapon] RK 62 - 7.62mm Assault Rifle [WIP] [FDF]

Quote:
Originally Posted by Scot View Post
Good work guys, keep going even if you don't have a forum, you guys are looking really good, and offer something different from just AR-15 style BLUFOR factions!
Pssst...dont let the French hear you

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Old 2011-01-03, 17:04   #13
Sgt_Doctor

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Default re: [Weapon] RK 62 - 7.62mm Assault Rifle [WIP] [FDF]

Don't be worry. We aren't jealous of an AK-47 like.

Anyway, good luck with your comfac.
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Old 2011-02-03, 16:14   #14
Staker

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Default re: [Weapon] RK 62 - 7.62mm Assault Rifle [WIP] [FDF]

I'm finally able to post an update, as the basic model is almost done. I'd be glad to take any harsh critism about any flaws visible, so that I could ship it over to the guy who will UV and texture it (splatters quite possibly, everything is still open though.) There are few questions that have been boggling my mind, but I'll ask them along with pictures of the parts.

There are about 6200 tris at the moment, and the waffle pattern takes up 700 of them.

Anyway:









Could this part cause any problems, or should I weld the barrel and the gas tube to the handguard?


And should the gas tube be welded to the front sight?










The hole of the rear sight is very small (at least IRL) and the plate is blocky, which makes shooting at moving targets quite hard. In real life there's sort of a night sight on some versions, but implementing it to the game properly would require some Mosquill magic. I modeled it since I thought it might be useful eventually.


I decided to model some sort of simple "interior" to avoid problems when the switch is rotated downwards. I'm not completely sure if it's the best option.


The stock is currently welded to the main body. Should I keep it that way?


The handle is hollow and open from the bottom. It won't be seen too often, but I thought it'd be nice to have modeled anyway.


The waffle pattern of the magazine was in fact made by splatters, and is rather tri heavy, but it does look quite good. I'm sure they could be made via bump maps if needed, though.












I think that would be it.

Ffuu.
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Last edited by Staker; 2011-02-03 at 18:00.. Reason: fail
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Old 2011-02-03, 19:05   #15
[R-COM]Hulabi
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Default re: [Weapon] RK 62 - 7.62mm Assault Rifle [WIP] [FDF]

Should the waffle pattern on the mag be welded? That would raise the tricount rather heavily, but is it necessary, it the pattern is on 1p lod 0 only, on other lods it would be baked?
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Old 2011-02-03, 19:17   #16
Tim270
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Default re: [Weapon] RK 62 - 7.62mm Assault Rifle [WIP] [FDF]

You mares well close up the handle as well as you are never going to see it.

Although I dont know about the waffle actually, if its only on the 1p and when you only really see it when you reload you might be able to get away with it, as long as its not on the 3p....

You could save a few tris on the barrels also, Although again that may cuase z-fighting at long range, wait for Rhino to post
http://i.imgur.com/zEsHb.jpg

Nice model though! good attention to detail around the players vision.

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Old 2011-02-04, 00:13   #17
ShockUnitBlack

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Default re: [Weapon] RK 62 - 7.62mm Assault Rifle [WIP] [FDF]

The detail! The detail! It's fantastic!

"I Want To Spend The Rest Of My Life With You Tonight."
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Old 2011-02-04, 16:36   #18
Saarna

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Default re: [Weapon] RK 62 - 7.62mm Assault Rifle [WIP] [FDF]

While I realize it's not exactly the most realistic option, I'd personally go for the open night sights as default irons, unless said Mosquill magic has been fully implemented by the time FDF is out. The Galil seems to be one of the most hated weapons in the game precisely for it's very similar, very small diopter sight that in-game offers none of it's real life benefits but all the cons. Likewise the G3's rear sight was turned around to it's current open state and the AR-15 series modeled with the larger, more inaccurate aperture.
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Old 2011-02-04, 18:14   #19
Staker

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Default re: [Weapon] RK 62 - 7.62mm Assault Rifle [WIP] [FDF]

Quote:
Originally Posted by Tim270 View Post
You mares well close up the handle as well as you are never going to see it.
True, I closed it.

Although I dont know about the waffle actually, if its only on the 1p and when you only really see it when you reload you might be able to get away with it, as long as its not on the 3p....


You could save a few tris on the barrels also, Although again that may cuase z-fighting at long range, wait for Rhino to post
http://i.imgur.com/zEsHb.jpg
Ah, I guess I'll have to wait for Rhino's comment, then . The front sight area of the barrel has been done like in the picture, though.

Nice model though! good attention to detail around the players vision.
Cheers

Quote:
Originally Posted by Saarna
While I realize it's not exactly the most realistic option, I'd personally go for the open night sights as default irons
We've been discussing about that within our team. Another option would be having left and right click options for each sights, but it doesn't sound too good either. I suppose it's more or less likely, that the Mosquill's back-up sights will be ready soon enough, though.
1234567

Ffuu.
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Old 2012-08-14, 15:38   #20
Indiegirl

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Default re: [Weapon] RK 62 - 7.62mm Assault Rifle [WIP] [FDF]

RK 62 76 should be the name... OR RK 76

RK 62 is this baby:


Basically same thing, 76 is just modernized version, much like AKM was for AK47.
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762mm, assault, fdf, finnish, forces, rifle, rk62, weapon, wip, wipfdf
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