Work in Progress (Arnhem) -1 reply

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Admiral Donutz Advanced Member

Wanna go Double Dutch?

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9th December 2003

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#31 12 years ago

That is correct, by the time I'm done FH2 will be out so with a bit of luck it might be done when FH2 does the late western front (which I doubt will appear soon, pacific, italy etc. would be more logical to make first for the devs).




Pasquill

Toast

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13th September 2003

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#32 12 years ago

Been working on a British para model as a self challenge (never done a human model or bump map before) and stumbled across this thread. Was thinking the model might be useful to you, though I have not modeled or textured it for the BF2 engine and not sure how to, Its 5k polys and bump map is far from finished.

Any constructive criticism is more that welcomed but please keep in mind is work in progress.

http://img.photobucket.com/albums/v280/pasquill/arn.jpg?t=1173808183




SacredLizard

Its cupnoodles not cuponoodles

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23rd April 2004

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#33 12 years ago

http://bfeditor.org/forums/index.php?showtopic=2031 this ^ tutorial should be a useful guide on how to start your playermodel, assuming you are using max. In fact, what program are you using? Your playermodel needs to conform to the overall structure of the 3p skeleton that bf2 uses, and from what I am seeing, your hands will not do this. Secondly, I recommend that you get the basic shape of your figure down pat, do your uvw maps, and then use zbrush to add objectspace normal mapping. I use the plugin, Zmapper found on this page: http://www.pixologic.com/zbrush/download-center/download-center.php#zeb over all, though, it looks like you might be better off starting fresh, following that tutorial closely, along with a bf2 skeleton and even maybe an official bf2 playermodel in the same scene to use as a guide. You have added alot of good detail on your guy, but it may be just too early for such additions, considering you'll definately need to revise your model to even get it to conform with the skeleton. And as for the overall appearance of your model, I would say you will need to work out the proportions a little more. Human arms generally are long enough that the fingertips reach about mid thigh when they are resting at the sides. I did a little drawing to show you what I mean about proportions: arn2.jpg and here is another study in proportions that some dude drew a while back: gold14.jpg




pvt. Allen

I would die without GF

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20th July 2005

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#34 12 years ago

Great drawing Lizard! I wish I could draw like that.:)

I agree with him Pasquill, your model is looking good, the only real problem are the arms proportions.




SacredLizard

Its cupnoodles not cuponoodles

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23rd April 2004

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#35 12 years ago

Yeah, Iwas just being cautious... there are a lot of young boys on these forums... didn't want to give them nightmares ...or oddly pleasant dreams, as the case may be.

Edit: Wow, Donutz, its like I could see into the future, and responded to your post before you even made it... so cool.




Admiral Donutz Advanced Member

Wanna go Double Dutch?

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#36 12 years ago

Pasquill;3581910Been working on a British para model as a self challenge (never done a human model or bump map before) and stumbled across this thread. Was thinking the model might be useful to you, though I have not modeled or textured it for the BF2 engine and not sure how to, Its 5k polys and bump map is far from finished.

Any constructive criticism is more that welcomed but please keep in mind is work in progress.

http://img.photobucket.com/albums/v280/pasquill/arn.jpg?t=1173808183[/quote]Hmm well the map is far from finished so I will see what the devs have cooked up by then. Thanks for the offer though but at this stage I just can't say when (and if, since if the devs have made one in two years from now, well..). :)

The model doens't look too bad (apart from the arms and hands). Some more practising should get you there!

[quote=SacredLizard;3582409]http://bfeditor.org/forums/index.php?showtopic=2031 this ^ tutorial should be a useful guide on how to start your playermodel, assuming you are using max. In fact, what program are you using? Your playermodel needs to conform to the overall structure of the 3p skeleton that bf2 uses, and from what I am seeing, your hands will not do this. Secondly, I recommend that you get the basic shape of your figure down pat, do your uvw maps, and then use zbrush to add objectspace normal mapping. I use the plugin, Zmapper found on this page: http://www.pixologic.com/zbrush/download-center/download-center.php#zeb over all, though, it looks like you might be better off starting fresh, following that tutorial closely, along with a bf2 skeleton and even maybe an official bf2 playermodel in the same scene to use as a guide. You have added alot of good detail on your guy, but it may be just too early for such additions, considering you'll definately need to revise your model to even get it to conform with the skeleton. And as for the overall appearance of your model, I would say you will need to work out the proportions a little more. Human arms generally are long enough that the fingertips reach about mid thigh when they are resting at the sides. I did a little drawing to show you what I mean about proportions: arn2.jpg and here is another study in proportions that some dude drew a while back: gold14.jpg

Why did you censor out his penis? It's not exactly porn or ("bad" :rolleyes:) nudity. :p




LtJimmy

Quod Ego Dico

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17th March 2005

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#37 12 years ago

'Quoniam is can'




General_Henry

Veteran Tanker

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29th April 2006

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#38 12 years ago

Admiral Donutz;3541639Yes, it will be on full scale. I also try to get atleast all buildings in the perimeter modeled to match the real buildings there but obviously I can't model the entire city (performance, time to model it all etc. ) 100% correctly. For outside the perimeter I will have to use some "general" Arnhem buildings. Still it should be a thousand times better the OMG from vanilla or Arnhem from FH1. :lol: Atleast if the map isn't rejected over being a performance whore. :p

Thanks for the feedback guys, hopefully I can show a textured bridge (ingame) soon. Don't know how soon "soon" is though.

wow, can you simply do some modeling and map the whole map? just wait for devs to pour in vehicles and weapons...and we will have fun muwhahahhaha