[WIP] AKS-74 model

  • Please make sure you are familiar with the forum rules. You can find them here: https://forums.tripwireinteractive.com/index.php?threads/forum-rules.2334636/

thefirewarriors

FNG / Fresh Meat
Nov 30, 2009
69
0
0
Hallo there. Here's an AKS-74 I want to put into KF. It goes well with my personal skin for Constable Briar (Specnaz FTW!)

aks_74_wip_by_thefirewarriors-d35bytr.png


I only started modelling some time ago, so I'll take any criticism and feedback you throw at me.

It's pretty simple, and I tried to keep the polycount down wherever possible. I guess normal maps and the like could take care of the rest? Currently working on unwrapping and getting the UVs done right.

I'll also need help getting my model into KF when I finish. I use Maya to make my models, but all the tuts I've seen require 3dsmax (which I do not have.) If some kind soul would... kindly oblige?

Much thanks. ^^
 

The_Sorrow

FNG / Fresh Meat
Jun 2, 2009
806
138
0
26
Australia
good model for a starter, if you do the bullets in the mag and seperate it, then if you do a UVUnwrap and texture it, I'd be happy to place it in the current AK47 Animations, sight and barrel could use some work so.. nice job for a starter :), I suck at modeling xd
 

thefirewarriors

FNG / Fresh Meat
Nov 30, 2009
69
0
0
Aye, I'll work on that. Detail to the magazine and bullets. Thanks for the offer.

I've started the UV unwrap but methinks it's going to take some time.
 

thefirewarriors

FNG / Fresh Meat
Nov 30, 2009
69
0
0
Update: Finished unwrapping it. Added normal maps. Will move on to texturing and some more details. Oh BTw, I ditched the Skeleton stock so it should be just AK-74 now. xD

aks_74_wip_by_thefirewarriors-d35bytr.png
 
Last edited:

J.D.*

FNG / Fresh Meat
Jan 26, 2010
378
63
0
I guess normal maps and the like could take care of the rest?

Not in KF. Normal and Bump mapping isnt supported. All I see you used the normal map for was adding in the 3 insets on each side which you could quickly texture in.

As for the model, its a little blocky for my taste, you need to apply smoothing in some parts but you also have some smoothing errors possibly from improper edging or hard edges sharing 1 smoothing group.

Edit : While im thinking of it, you can still put that normal map to use though, in PS grab the blue channel of the normal map and blur it, thatll give you shadow, then use either xNormal or nDo and generate a cavity map, thatll give you your edge lighting. This is a good trick to use in KF or even a newer engine.
 
Last edited:

thefirewarriors

FNG / Fresh Meat
Nov 30, 2009
69
0
0
Roge-o. I softened most of the edges and got rid of some unnecessary parts.

No normal maps? Dang. Oh well...

I'll try it out tonight and maybe tomorrow I can get some new shots up.

UPDATE;

ak_74_texture_sample_by_thefirewarriors-d372gzf.png


Testing out the UV mapping with some low-res textures. Has bump-maps but they are f-ing ugly. I'm not a texture artist. :(

Definitely not final.

BTW, is there anything else about the KF models I should know about? Polycount limit? Bump maps? Anything?
 
Last edited:

hipnox

FNG / Fresh Meat
Dec 9, 2010
326
137
0
im no expert, and i only managed to get 1 gun in the game as of yet, but..


my model had a ridiculous and unnecessary high poly count and the game didnt seem to care.

i
 

thefirewarriors

FNG / Fresh Meat
Nov 30, 2009
69
0
0
So all the details have to be modelled directly on the mesh? Damn, if that's the case I might have to remodel most of the parts.
 

J.D.*

FNG / Fresh Meat
Jan 26, 2010
378
63
0
So all the details have to be modelled directly on the mesh? Damn, if that's the case I might have to remodel most of the parts.

Not necessarily, any of the fine details that you would probably normal map can be painted in on the texture and be pretty effective. Not quite as good as normal mapping obviously but passable.

The normal map trick I mentioned above is a quick, effective and accurate way of doing this if your not very good at using Photoshop or Gimp (anyone know if gimp supports nDo, xNormal or Nvidias plugins?). I prefer using that method in a lot of occasions as using a bevel or similar painted with a 90 degree shadow or light will look good but only at one angle, using this trick it may be a little more accurate viewing from all angles.
 
Last edited:

braindead

FNG / Fresh Meat
Aug 22, 2009
918
346
0
Merry Ol' England
BTW, is there anything else about the KF models I should know about? Polycount limit? Bump maps? Anything?

Nice model

Here are a few tips:

Keep the poly count as low as you can before losing any detail, although the editor can handle high poly's, when you are in some maps and face an area that has low FPS then you will have lower FPS, plus you may experience things like muzzle flash not showing.

If you have ZBrush, you can 'BAKE' the normal maps into the texture, which gives the detail of a higher poly model.

Delete any faces of the mesh that will never be visible, it is pointless getting the engine to render areas that you are never going to see, which will then allow you to buff up the poly's on the visible parts. ( look in the anim browser to see how the devs have done it)
 

J.D.*

FNG / Fresh Meat
Jan 26, 2010
378
63
0
If you have ZBrush, you can 'BAKE' the normal maps into the texture, which gives the detail of a higher poly model.

ZBrush is a sculpting program, good for adding in heavy details on organic objects or things like rock, stone, wood etc. Loading up a hard surface object in zbrush just doesnt make alot of sense to me. Hard surface objects would be quicker and easier to keep in Max or Maya. Then again seeing how this model is being made for use in KF, normal and bump maps shouldnt be a topic.

You could build a highpoly version of the model and bake out an Ambient Occlusion and a Lighting map but this wouldnt help the actual model model much but would be good for adding in screws, bolts, insets etc but again this could be done much faster in Photoshop.