Otherwise, Looks nice. I don't know the weapon personally so I can't gauge accuracy, But the modeling looks good. Edges seem consistent per material, nice and thick. The stock might be a little boxy. And has weird kink in the middle of it. Again, not knowing the weapon I could be wrong.
I'm on the low poly right now, annnnd it turned out a little higher I thought...
14349! I still have to optimize parts here and there (mostly the mag , as you can see) But I haven't done the small bevel on the sights for FPS view yet. So I'll kill some tris just to gain them again.
I don't want to loose a good silhouette in FPS view , but maybe I'm doing something wrong here!
Id cut a load of polys in the front cylinders, the silouette will still be good, also if your working on this thinking in fps view id cut some more polys at the back of it
well it looks like most of your polys are going to the barrels, I would optomise those in terms of camera priority, so i don't think the lower barrel needs as many sides as the upper, and the legs of the bipod i imagine should be lower still. Personally, I'd rather have less tris on the barrels and further away accessories like the bipod and barrels, and spend more chamfering more stuff on the receiver to make the normal map look better when you're baking, in my limited experience, if you want to keep the same smoothing group over something boxy like the receiver, you need lot of support edges.
nice model btw, i'm sure it'll look great in marmo 2!
It always important to keep more higher sided cylinder at the back of the weapon where the player can see the details, the barrel itself itself can be 8 -10 sides, no matter what. Please keep in mind that are a few BAR license productions out there from Belgium and Poland and whatever, which really looks nearly identical, only take attention to the weapon itself you want to reproduce.
About photobucket, it seems like you copied the first image for the post. You need to first press the + sign in photobucket and the when the image comes as an overlay you press the + sign again to show original image that is better quality.
Hi again, you took the time to answer me , so I'll show you the result!
I talked with another artist on this mod, and it turned out that the bipod and carry handle will be used as accessories, not as a part of the basic rifle.
They will have another map for them two. (If I see that they can fit without problem on the BAR texture, I'll do it ofc)
Knowing that, I think that lowering the polycount for the sake of it, is a little pointless.
I have deleted face under the barrel (inside the handguard) , add bevels where the player will have his face , tweaks other parts etc...
As you can see on the screenshot (blue lines) When the barrel meets the cylinder mount, a too low cylinder is very obvious and a bit ugly.
Since the BAR have a big barrel compared to the M1 carbine etc, I don't want to give up on this and destroy the silhouette.
I have just lowered the side on the gas tube under the barrel.
Well the belt handles are kinda high in proportion with the rest and barely seen, for a portfolio piece i would totally leave as is, but for Arma3 Im not sure.
Its not like 1-2k will change anything on your performance anyways but whats the count on their weapons ?
For exemple , the M1 carbine in the project is +8000tris.
With bevels on the sight , and some ajustements during the bake process I'm at 10504 tris (with ammo inside the mag).
Speaking of the bake, here the first renders with a quick material blockout. 2 or 3 pieces have bugs on the normal, just a couple of minutes and it'll be fixed
That main metal part looks a bit too flat. Maybe try your hand at some subtle details to break the monotony. Possibly some oil stains. That would fit the gun nicely imo.
Hello, I wanted to know if it was possible if I could please use your B.A.R. m1918a2 in a Battlefield 2 mod I am working on called Battlefield 1944, where I am recreating a modern take on the 2002 Battlefield 1942 game in HD. This weapon is really beautiful quality. We already have a tank that is 60k polygons, but you seem to have a very well optimized weapon model for the engine.
You can find my project here, although it is still in the early stages and I didn't post a lot of pictures yet, I am making lots of progress in a very short time.
Replies
Try Cubeupload.com. Free, simple, No compression.
Otherwise, Looks nice. I don't know the weapon personally so I can't gauge accuracy, But the modeling looks good. Edges seem consistent per material, nice and thick. The stock might be a little boxy. And has weird kink in the middle of it. Again, not knowing the weapon I could be wrong.
Good stuff. Next stop, Rippzzz :thumbup:
You are right for the stock , I just checked, there is a little "bug" in its middle. I'll correct it !
Thanks for the feedback
I'm on the low poly right now, annnnd it turned out a little higher I thought...
14349! I still have to optimize parts here and there (mostly the mag , as you can see) But I haven't done the small bevel on the sights for FPS view yet. So I'll kill some tris just to gain them again.
I don't want to loose a good silhouette in FPS view , but maybe I'm doing something wrong here!
Any suggestion?
I'll try that ! I think I focus too much on it when I view it FPS style. In the game, I don't think people will look at it the same way haha!
nice model btw, i'm sure it'll look great in marmo 2!
It always important to keep more higher sided cylinder at the back of the weapon where the player can see the details, the barrel itself itself can be 8 -10 sides, no matter what. Please keep in mind that are a few BAR license productions out there from Belgium and Poland and whatever, which really looks nearly identical, only take attention to the weapon itself you want to reproduce.
I'll use both your feedback and try to optimize it more.
Thanks
Colditz : Weird ? The shape? *Edit: Huuum maybe I see what you mean. I'll tweak it too.
Oh yes, I have done some research, and I have a lot of references, but I'll not be surprised if some parts are not supposed to be on the same version.
I talked with another artist on this mod, and it turned out that the bipod and carry handle will be used as accessories, not as a part of the basic rifle.
They will have another map for them two. (If I see that they can fit without problem on the BAR texture, I'll do it ofc)
Knowing that, I think that lowering the polycount for the sake of it, is a little pointless.
I have deleted face under the barrel (inside the handguard) , add bevels where the player will have his face , tweaks other parts etc...
As you can see on the screenshot (blue lines) When the barrel meets the cylinder mount, a too low cylinder is very obvious and a bit ugly.
Since the BAR have a big barrel compared to the M1 carbine etc, I don't want to give up on this and destroy the silhouette.
I have just lowered the side on the gas tube under the barrel.
Thanks everyone
Well the belt handles are kinda high in proportion with the rest and barely seen, for a portfolio piece i would totally leave as is, but for Arma3 Im not sure.
Its not like 1-2k will change anything on your performance anyways but whats the count on their weapons ?
For exemple , the M1 carbine in the project is +8000tris.
With bevels on the sight , and some ajustements during the bake process I'm at 10504 tris (with ammo inside the mag).
Speaking of the bake, here the first renders with a quick material blockout. 2 or 3 pieces have bugs on the normal, just a couple of minutes and it'll be fixed
I tried to stay in a Arma like style (on the clean side), but keeping some points of interest in the texture (scratches, normal map on the surface..)
The BAR's texture is 2048*2048. Bipod and carry handle are on the same 1024*1024. (Diffuse, specular , gloss , normal )
i'll make sure to give you a cookie when i see it.
and here is your cookie as promised. Nice work!
I'll try what you guys said!
You can find my project here, although it is still in the early stages and I didn't post a lot of pictures yet, I am making lots of progress in a very short time.
http://www.moddb.com/mods/battlefield-1944
I also have a Korean War mod you can check out here, all the updates going into this new WW2 mod will be brought over to that mod as well eventually.
http://www.moddb.com/mods/battlefield-korea