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06 Mar 2021, 00:00:00 (PRT)
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Old 2020-12-06, 18:00   #21
izmash

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Default Re: [Weapon] Hk 33

Yeah i still have some issiues with the scale especially with the rear sight, because the blueprint which i found is bad at some point, but i will try to improve it. Thanks for hint for welding these details, i was wondering about that and you give me answer.
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Old 2020-12-06, 18:52   #22
[R-CON]​Hans_Strudel
PR:BF2 Contributor

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Default Re: [Weapon] Hk 33

You can bake these details on the magazine with normals instead of welding (yet it depends on how big the detail is, for example AK magazine lines like on your magazine are baked). Also i would suggest to detach rifle mesh by segments (barrel+forward sights, foregrip etc), it would save you polycount.

But it would be better for now to recheck references you are using, since it's very time consuming to adjust mesh to better blueprints.
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Last edited by Hans_Strudel; 2020-12-06 at 18:58..
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Old 2020-12-06, 21:13   #23
[R-DEV]​Rhino
PR:BF2 Developer
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Default Re: [Weapon] Hk 33

for the 1st person model at least, it is worth having a bit of LP mesh to support the details on the mag, with a HP bake on top of it, instead of only just a HP normal bake for the best results.

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Old 2020-12-30, 12:24   #24
izmash

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Default Re: [Weapon] Hk 33

Since Bf2 Editor is working back for me i started to model hk33 from scratch again. Here is a newest 1st p model made on better reference and with better details. https://p3d.in/uXsfq
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