View Full Version : BMP-1 Vehicle for BF2
08-24-2005, 08:07 PM
Hey guys, I've been wanting to make some stuff for BF2 and after seeing a stream of stuff last few days I felt inspired. So yesterday I made a BMP-1:
*UPDATE* (Mostly finished texture:)
Let me know if you think it's ready for UVing and texturing. Thanks
08-25-2005, 02:35 AM
I would remove detail from the red areas and add detail to the green ones. Nice model otherwise.
08-25-2005, 04:21 AM
Odd, that post didn't show for a long time...
08-25-2005, 04:48 AM
That looks GREAT. Very clean and spot-on. I look forward to seeing this skinned :)
08-25-2005, 07:02 AM
SteelDeath: Although those red parts are "signature" BMP-1 things, I did find some geometry to cut out without detail loss. I'm not sure what you mean about adding detail to the other part though.
Kitteh: Thanks, hopfully i'll be texturing tomorrow.
I added a little more geometry - poly count at 4195 now.
looking good! :)
but hey, you see those small cylinder at the big back wheel? i think you could lesser some sides of them for even lower polycount, even though itīs already very low. but thats just a detail. also, you should add loops right beneath each wheels, making tracks deform when cruising around on rough terrain (something i learned from someone like yesterday, getting comments on my tank :).
08-25-2005, 11:29 AM
Looks great :]
I think you could save some tri's by making the hatch on the turret a seperate element and get rid of the small indent on the wheels. When textured you won't notice the indent.
08-25-2005, 05:58 PM
hsi: Thanks for the comments, it was your tank on CG-talk that actually inspired me to finally make one.
-The back wheel needed the detail it has becuase if you look at a pic of a bmp-1 it has that style of wheel (with spokes). The inner cylinder could be about 8 polys less, but that's only 16 overal...not too worried about it.
-I played around in my own server to check how tracks work in BF2, and they are just UV animations. The track geometry doesn't move at all - perfectly still....at least on the ones I was driving around. My aim is to make this for some group that wants to put it in a mod so i'm trying to stick to the same specs as BF2. I'm going to go check BF2 again to make sure that is right...lol...now I don't remeber.
Jake[BE]: Thanks for the comments. I did have the hatch as seperate geomtry for a while, but tested it as 1 piece and it's only a few more polys (like 5-6). Scince the hatch won't open anyways I figured it would be easier to have 1 geometry for texturing.
...hopfully i'm right - UVing right now.
08-25-2005, 06:08 PM
Well someone slap me in the head! Thanks hsi, I didn't even notice that when I was playing. I just inspected it and you are right - the "tires" (not sure the name) go up and down on "shocks" and the tracks follow them! They need some more geometry...damn it...lol. I wanted to be below 4200. Thanks for the heads up hsi.
And I noticed I left the track "rollers" without polys on the inside...but you can see them if you are down on the ground!...now i'm up to 4295 polys.
08-29-2005, 07:04 AM
Ok, sorry I know i'm slow here. I didn't get much time to work on it on the weekend, spending time with GF and all. Here's the start of the texturing - still got a lot to do, alot of things aren't even touched.
08-30-2005, 12:14 AM
Allright - here's the almost finished model. I still have more stuff it needs, but I need to switch projects. Feel free to crit it.
08-30-2005, 07:48 AM
Good work, my only crit is that it looks too clean, it would be good if you could work some wear n tear into the texture, although for all I know it could be straight out of the factory...
is the track unwrapped as one long piece or did you in some way cut it up in pieces to save uv-space? sitting right now trying to figure out the best way of uv-map tracks.
wanna post the textures? :)
08-30-2005, 07:56 PM
Sure thing HSI - i'm happy to post my textures. I know I appreciate it when someone does so I can look at their "style/workflow".
The body is on one texture layout and the tracks are on their own. I know the tracks are UV animated but I didn't know if they needed their own texture file for that so I did it anyways.
I UVed the body in as little pieces as I could so I could do Camo stuff if I needed to:
And the tracks I just realized are 1024X512 with alpha:
I have my uv's extended beyond 0-1 range in maya so that the tracks "repeat" once or twice to get the most detail out of my texture.
Hope that help - let me know if there is anything more I can do. I'm going to come back and touch up the model after I finish up the humanoid stuff I'm working on.
i would have just painted that row of horizontal grooves at the front into the texture sheet. even modeled and lite, i can still hardly see them really popping. (i dunno if there is a better term for what that part is)
09-01-2005, 03:05 PM
Nice work. A couple of technical pointers however. In order to properly animate wheels in BF-2 they need a central vertice eg. in the middle of a cylinder cap and they need to be selectable as a single element in 3D studios (the last button on the right on the types of selection in editable mesh). Also there is some specific stuff for texture alignment and that sort of thing that I don't remember off the top of my head but its worth consulting a coder who has gotten content ingame already before you apply any finishing touches on your model. Wouldn't want you to get too disappointed having to do more work when you think you're so close to done.
Also may I ask if you're doing this for a modification or anything like that? With your level of skill my modification team (Point of Existence) could really do with some help.
senor: what size texture sheets are you guys using for your vehicles?
09-01-2005, 07:13 PM
Thanks for the comments Senor Freebie. Actually it's hard to tell becuase of the textured wireframe and the track textures, but I do have the tracks with verts under each wheel. The bottom left image in my group images shows it deformed. I think that is what you mean right?
I didn't make the BMP for a specific mod or anything, just for practice. I've been thinking about helping a mod team, but I didn't have much BF2 like stuff made so I thought i'd do something to show. I've seen PoE for a while and It looks amazing. If you guys want the help I'd be happy to give whatever time I have. I'm finishing up a character right now, working on rigging and animating, but other than that I should be free to work on whatever you need. Just drop me an email at firstname.lastname@example.org
09-01-2005, 07:13 PM
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