If you're using 3ds max then check out this tut on uvv mapping. http://waylon-art.com/uvw_tutorial/uvwtut_01.html Very well written and easy.
Last edited by nachocheese; 5th May 12 at 3:32 PM.
One trick to low-poly modelling is to try to counterbalance the obvious shortcomings of a model with the texture. This game is about relatively low-poly (low-tri) models. The bazooka is a simple tube with a little bit of extra. Do not use 10-12 sided objects! You end up 3-4 times the poly-count as if you were using simple shapes. I am not saying this to discourage you @nacho. Dont get me wrong here. In fact I am only saying this to encourage you to keep going and improve upon your models. This baby looks good. Now, get back there and make another model with using only 200 polies (actually tris!). Just as an excercise. I think you are good but you will have to learn to keep the count down. Your models are handsome but you just dont wanna make a model low-poly. try this and it will benefit you. But keep it up because what you are doing is good! There is a place for you here but cant make a simple bazooka using 650 polies.
did it again, this time it only has 283 tris.
inuk would you like to do the uvmap and texture? would make it look much better
Learning how to UV map and texture on your own will carry you much farther than depending on others. Just my $0.02.
See? Thats more like it.
Yes Eli, learn to uvmap and texture immediatly, then i wont have to do it for you :P
I beg to differ. Eli is not a modeller but nacho is. Modelling doesnt end with the 3d work done. In fact the real painstaking work starts then. Anyway...
Here is the Sten Mk. II with a selection between shoulder rests and the Mk. III. Coming up is the Mk. V and silenced versions. I guess now every squad, whether british, canadian, commando, SAS can have its own variant. Dues to the simplicity of the model I added little details. Each weapon is between 350 and 375 tris.
Again nice Inuk, and again youve not finished your smoothing in the renders, id sort it before uncle Aidas2 tries to slap you again jk .
And you need to learn when im trying to pull Elis leg m8 .
Just look at the guns will you, lol
I check every angle of the smoothing before texturing.
Pulling a leg? I dont really have a sense of humor - its a Kraut thingo.
hope it doesnt look too bad, its hard for me to get the colours right since im colourblind, so pls tell me if something is wrong with the colours.
eli, could you make a custom bazooka file like you did for the pistols pls?
another thing is that relic named their m1 bazooka as m9 bazooka in the model files and states.
Nice job on the Stens so far Inuk - looking forward to giving my Air Landing section leaders and sergeants proper Sten Mk V's
Nice! Now lets slaugther some Allied tanks from behind the bush!
The missing two pieces of the Sten series - Sten Mk. V and its silenced version (with the leather cover) the Sten Mk. VI. Gotta go thru every angle of it to clean up the smoothing. I neither had the patience nor the time so just look at the models pls.
Personally, the thought of a 85km/h pak40 that is unhittable by at guns and armour because it has wheels, twangs on my conscience a little.
And the reason its that colour is because i couldent match it up to gurdys cammo lol, come to that i even had a job matching his grey pak skin to relic grey, most annoying the way all the skinners do this pencil style detailing these days, cant they just paint the old fasioned way for the fossiles like you and me.
@Inuk its nice m8 . Alles ist wohlauf .
Those look awesome! Were you going to add the fore grip on the Mk. V?
Looks great! The extra weight of the PaK 40 would slow them down, I think.
My conscience still bothers me lol. Even at 70km/h it will still be a nightmare
small question guys, anyone knows the size of the gammon bomb? only thing i found out with google is how much explosive it can hold.
You mean this thing?small question guys, anyone knows the size of the gammon bomb? only thing i found out with google is how much explosive it can hold.
Last edited by nachocheese; 7th May 12 at 10:05 AM.
DMz, aren't you supposed to be retired, again? Great model and skin you got there.
You wanna play with states again? Sure bud, lets have a foregrip too!Were you going to add the fore grip on the Mk. V?
I am working on the ZB series textures. Not that I wanna sound all full of myself...but you will like whats coming. I have got some excellent reference material and I think the ZBs will rule. Too bad the 26 and 30 didnt play that great of a role in the war...
? Whats this retired thing ? . Im relaxing, (in Eliw00ds slave driving terms that means im AWOL ) but by no means retired, damn "Overlord" always trying to rattle my cage, just because i no longer make pink models . Dont worry ill do a pinky camo just for you
Hell yeah ! The gammon bomb !
There is so many little models wich are so important for lot of mods right now This is exactly what we could need in mods for the moments... proper models for grenades and mines
Realy nice, and i think that the scale/size is quite good too ^^
if you can model it, why not ? , hmm but for the "jumping" animation, i think it could be easier to use a simple fx, as the mortar fired shell or the tank fired smoke-grenade ^^ a simple image of the mine wich jump like the mortar shell or the smoke grenade, but wich explode at less than 1 metter from the ground (then the animation/fx must stop... but don't realy know how )...
And if you can models those too (not realy a request, but as you want to do some mines haha ) :
here is thedifference between the 2 more common german antitank mines, a simple texture edit will suffise, i'll do it asap and release it asap too ^^ :
Here is the US M1A1 antitank mine, used in BK mod but without any model... only it's portrait ^^, so it could be usefull to have it as proper model :
The US M2 antipersonal mine, same than the one before, in BK but without model :
Here is the Mk V antitank mine, i can do the warning flags texture on the existing model and then release it too, could be nice :
Here is the magnetic german-made bomb, could be very usefull too, especially if a way is found to properly feature it's deployement on the targeted tank , for the italian grenade, i can do the texturing job on the upcoming hungarian grenades DMZ made as there is not too many differences :
Hope it wasn't annoying at all haha
Last edited by VanAdrian; 8th May 12 at 4:51 AM.
vanadrian i think the only way on for the hafthohlladung is to use the stockybomb animations, can try it but first i got to finish my molotov.
yeah, and it's what BK used by the way
Molotov you said ? Hmm interesting haha Did you plan to release your gammon bomb by the way ? Looks very interesting ^^
Ho and here i did a little improvment on the original pineapple grenade , hope you like it :
Ok i think this is getting silly now, landmines, who the hell actually looks at them ingame ? seriously guys i think your begginning to lose the plot, i actually almost drew the line at grenades as i thought they were a pointless excercise. But they can at least be used as equipment on infantry, but landmines come on.
yeah the gammon bomb will be ready soon. just dont know if i should give it that ugly smoke trail like grenades in coh have.
also i think it would be better to make a pack with different projectiles instead of making everything a single download.
another thing i want to do is a tank shell for HEAT abillities like in BK and other mods, so the shell explodes on impact and cant bounce like a normal shell.
and guys, if you have more than 2 pics in a post i think you should put them in a spoiler.
Landmines, silly ? Nobody look at them ? Hmm i think we do not lose the plot as you said, every armies use the same mine model and texture and they explode on everything (except for the tellermines...) so it do not have a realy tactical role in the gameplay, meaning there is no AP mines, special effect mines (as S-mines) or specific AT mines expect, again, the teller mines but wich are used only by the PE with only one doctrine...
To have a good feeling and a good level of detail in a game, near everything must be correctly featured... and here, the vanilla game lack of mines variaty.
I think that if we could have some differents models for the land mines, (at least the M2 AP mine, the M1A1 AT mine, the GS Mk V AT mine, the S-mines, the Hawkins mines and the Stockmines) it may improve a lot the game's feeling, adding realism and stuff variety ^^
Anyway, here it's my mind only, as it was your mind too So, as i'm a rookie in modelling i'll not create anything about this, but if Nacho or MirageKnight could do some of these "chamring devices" ^^, it could be more than usefull for a large panel of mods around there
And about the fact you did grenades, i didn't say anything bad mate, just said that it will be very usefull, and that's true , plus that i'll probably reskin one to feature a proper italian model... could be nice for Afrika mod for exemple
So do not search scuse for this, it's a good thing you create new grenades ^^, and if you dislike the idea of creating landmines, i just say here that it may be usefull... anyway you're quite right about the faith nobody look at those babies... in the real life they MUST be hidden underground, so ingame we may stop show them ON the ground
It's why my second solution is simply using the axis_mine_markers (in environment/art_ambient/objects/accoutrements) as warnings for the mined area And then it will sufise in only the use of a proper portrait for each sort of mines
Hope you understand what i mean, my english could be a bit strange sometime haha
Woops yeah i forgot haha Now it's "spoilerized"
Ohh and about your idea for the HEAT ability, it may be realy cool yeah ^^
i just wanna ask thoes anyone like this model?
the model arent finished or skinned, but if there is someone that will get it ingame for me i will be very happy.
just pm me if you want
Why exactly am I seeing more and more weapons that are already in vCoH?
LOL, for the exact same reason you are seeing people ask for object the size of a pin head that are only seen for half a second before they explode OR are barely visible as it is when they are hidden, when you could quite easily use a defult mine and alter the stats or what it does without giving someone the hassle of making the model and texturing it, then get it animated for something such as a bouncing bettey then all of the OE work to set the requirements for the actions and then the playtesting and countless hours of work for something SO SMALL AND TINY!!!! but thats just my opinion, im sure there is another reason such as they don't have to get it in gameWhy exactly am I seeing more and more weapons that are already in vCoH?
CoDiex ,Basic models reasonable, you need to practice welding and smoothing, but its a good attempt.
Hey, you wanted to make a Calliope Jeep. Everyone has their thing.
Haha ^^ Yeah Eli is right about that but don't be angry, everybody do what he want as long as it does not annoy others
By the way, i did a new texture of the US mortar but don't know if it is correct or if you like it guys, so here is the preview picture, any criticism could be appreciated
Bigger size here : http://img15.hostingpics.net/pics/386221USM1mortar.jpg
eli, I don't get your statement here, and it's not like I am being offensive here. It's just a basic question about something I am wondering, as I have seen numerous posts where you yourself stated that you want to animate the important things and stuff like that. Creating a new BAR in this case feels like you suddenly throw away that statement, which you have stated quite often.
I never said I was going to animate all of this stuff. But, people should make what they want to make, so I don't understand your statement.
Gods sakes when ever you two go near each other your scratching like cats in a barnyard, cant you just try to get on.
VanAdrian - The mortar looks to be a vast improvement m8.
eli is it hard to add new visibility states to the weapons rgo? like you did with rifles and so on?
would like to be able to do such things myself.
also managed to get the coktail working
It's the simplest thing, actually. All I do is add a state. The key is to give it a unique name fitting the weapon. Also, behaviors and actions must be give unique names as well to avoid conflicts. The reason other custom weapons have had conflicts is because they use existing visibility states or behaviors and actions. I would suggest using one of the custom weapon .rgo files I have made and just renaming things to fit your weapon(s), or at least study them to see what needs to be changed.
The "harder" part is adding that visibility state to the global weapon file (rifles.rgo, submachineguns.rgo, etc).
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