[WIP] PAK40 7,5cm AT gun


Trp. Jed
11-05-2005, 12:42 PM
Waldo originally asked for one of these then someone else and I figured others making beach maps might want one for bunkers.

Been modelling it on and off for the past week. Barrel, breech, muzzle break, saddle and shield are done. Needs a few small details on the shield finished and the carraige built.

Current polycount is just over 3500 and I'm aiming for about 7000 when its complete for LOD0.


HENCH
11-05-2005, 02:00 PM
Very nice indeed. It will add some great detail to any map it is used in I am sure. Is there any future plans of more models from you? I hope so.

Trp. Jed
11-05-2005, 06:13 PM
Yeah possibly. I've said several times that Im not keen to make the "obvious" models that Valve will probably make as mappers are more likely to use the defaults than customs.

At the moment I'm just doing these models between other payed work, although I'll take "commisions" for certain models if the price is right ;)

HENCH
11-05-2005, 06:28 PM
I hear ya Jed...lol

maybe some half tracks or the VW Bug..lol

Ginger Lord
11-06-2005, 08:13 AM
Looks better everytime you show it.

Ska Wars
11-06-2005, 08:14 PM
Needs more cowbell.

Scooty Puff Senior
11-06-2005, 08:32 PM
Originally posted by Ska Wars
Needs more cowbell.

Ginger Lord
11-07-2005, 05:53 AM
Needs firing animations!

Trp. Jed
11-07-2005, 07:12 AM
Funny you should mention that...

Wile E Coyote
11-07-2005, 08:05 AM
http://globetrotter08.free.fr/pak_40.htm

http://tanxheaven.com/ljs/pak40/pak40ljs.htm

http://www.zimmerit.com/main/pagineweb/photofiles/pak_40.htm

Trp. Jed
11-15-2005, 05:05 PM
Plodding along.

Carriage is done along with wheels. Why I did pressed steel I don't know. They were a pain to model.


pedroleum
11-15-2005, 05:20 PM
looks very nice :)


off:
how do you do that look... is it a special renderer?

Trp. Jed
11-15-2005, 05:36 PM
Its a diffusion render with a skylight, thats all.

Unk
11-15-2005, 07:37 PM
o man that looks sweet is that going to be for public to use? o and you got that
breakable pine tree ported over yet it rocked

Ginger Lord
11-17-2005, 06:31 AM
Looking hawt.

*makes space in map*

Blue[)evil
11-17-2005, 07:25 PM
Looking great :) Will definetley use this in my map when it's released. Also a quick question. Is it possible to add firing animations and have them trigger when pressing the e button?

Trp. Jed
11-23-2005, 05:53 PM
7200 polys so far so not far off my original goal of 7000! :) Still got some little things to add so I don't know how many more I'll use but I'm hoping for under 8000 for LOD0.

Needs a bit of ironwork on the legs, few bits on the front plate like the shovel and lamp and its done.


kwsn
11-23-2005, 07:58 PM
oooo

i want that!

and if you do the sherman it's a party

Wile E Coyote
11-23-2005, 09:58 PM
looking good

Makabi Gafera
11-23-2005, 10:36 PM
very nice work Jed, quite a proffesional job imo. :)

Ginger Lord
11-24-2005, 06:26 AM
Originally posted by kwsn
oooo

i want that!

and if you do the sherman it's a party

Black Lotus
11-24-2005, 06:49 AM
[Monty Python]
Its just a model.
[/Monty Python]

You skinning this yourself?

travis
11-24-2005, 07:26 AM
Wow Jed that's truely awesome, you really need to get paid for work of this quality. When can we expect to see this hit the shelves?

Trp. Jed
11-24-2005, 03:10 PM
Thanks for the comments :)

Can't say exactly when it will be finished - I expect LOD0 to be done over the weekend but I need to do the UV Map for it and then make the LOD levels.

I'll do at least one texture for it myself (standard grey) and maybe a sand/camo texture. However as textures and models are now seperate I don't mind custom textures for it. It'll probably have a normal map too.

Sproily
11-25-2005, 02:21 PM
So I aint good enough, is that it?

Trp. Jed
11-26-2005, 05:14 AM
Originally posted by Sproily
So I aint good enough, is that it?

:confused: :confused: :confused:

Sproily
11-26-2005, 05:32 AM
I'll do at least one texture for it myself

Trp. Jed
11-26-2005, 05:54 AM
Thought I'd post a couple of wireframes for anyone who's curious about the construction.



And I did an exploded version so you can see how its grouped by components. There are some holes were I've started removing unseen faces.


Trp. Jed
11-28-2005, 06:34 AM
Well its done.

I could of added a load more little details but its getting ridiculous! Polycount is 7950 and this is the LOD0 model. Just need to do the UV now.


Waldo
11-28-2005, 06:19 PM
Bind moggling Sweet!

pedroleum
11-29-2005, 12:08 AM
veeery nice :)

Sly Assassin
11-30-2005, 12:44 AM
Jed your a god! and i'm in love with you, wish you'd made this for us over at resistance and liberation though instead of dod :(

But its still dam good work as per usual

Trp. Jed
11-30-2005, 02:35 AM
Originally posted by Sly Assassin
Jed your a god! and i'm in love with you, wish you'd made this for us over at resistance and liberation though instead of dod :(

But its still dam good work as per usual

I'm not making it exclusively for DoD. Its just going to be a Source model and thats it. Only rules on use will be non-commercial and that the distro includes credit and link to my homepage.

PeeZwee
11-30-2005, 05:23 AM
Will you create a destroyed version too?

:cool: ...

Trp. Jed
11-30-2005, 05:35 AM
Yes when the un-damange version is done.

PeeZwee
11-30-2005, 10:56 PM
:D

Sly Assassin
11-30-2005, 11:30 PM
Originally posted by Trp. Jed
I'm not making it exclusively for DoD. Its just going to be a Source model and thats it. Only rules on use will be non-commercial and that the distro includes credit and link to my homepage.


mmmm I love it but I'm not sure weather I'd be allowed to use it for the mod. I will confer with my superiors ;)

BTW Jed thanks for taking the time to make such a sweet model for free, I know you don't get paid for them at all :(

Watchtower
12-01-2005, 12:18 AM
This is top quality stuff man. Excellent work as always. Wunderboy indeed.

Trp. Jed
12-07-2005, 03:12 PM
UV Map is progressing nicely, if a little slow due to other commitments.

I've been testing a shadow map - essentially rendering the model onto the actually UV map to make a sort of "base" texture containing all the shadows and lighting which you can then apply to the finished texture. The actual shadows are rendered using a sky light to give it that diffuse natural look.

Picture on the left is the model in its base colour, picture on the right is the same model rendered with the shadow map texture applied. Does a nice job of giving the model a diffuse look without actually requiring the engine to render shadows on the model itself.



The shadows will be toned down a little in the final texture as it would look odd if the rendered shadow doesn't match the ligh environment the model ends up in, but if used subtly it adds an element of "depth" thats lost sometimes.

Heres the shadow map itself. Would you fancy having to shade that by hand in Photoshop? ;)


Sly Assassin
12-07-2005, 08:26 PM
Looking great there Jed, as always ;)

I'm sure everyone is champing at hte bit to get their hands on this puppy :)

Wile E Coyote
12-07-2005, 09:04 PM
Originally posted by Trp. Jed
I've been testing a shadow map - essentially rendering.........blah blah blah :D
In english (for the rest of us) Jed is testing a new process to add subtle shadows to his texture to give it more definition, which is what I do on all my textures.

I agree with it too. Never rely solely on the game engine to render all shading and shadowing effects. The lighting in games has come a long way but it ain't perfect yet.

pedroleum
12-08-2005, 12:56 AM
hhmm.. thats interesting!
good idea!



can i do a dead skin with lots of blood? ;)

Trp. Jed
12-08-2005, 06:05 AM
PAK40's don't tend to bleed...

pedroleum
12-08-2005, 08:31 AM
arrrrgh :/

Koblentz
12-08-2005, 08:32 AM
Try an "oh **** someone just blew up next to my gun" skin ;)

Trp. Jed
01-01-2006, 07:18 PM
Short update.

Been busy over Xmas and New Year but I managed to get the UV unwrapping all done yesterday.

Can't give an ETA at the moment on total completion but I *hope* that maybe I'll do a test compile by the end of the week :)

Unk
01-02-2006, 04:36 PM
THAT IS SICK

Trp. Jed
01-07-2006, 04:10 PM
Some progress. Did a quick compile with just a single LOD and the pre-rendered shadow maps I mentioned in a previous thread. Here's the results in HLMV.



Next step is to scale it properly (its not to scale in the Source world yet), physics model and work on the LOD levels. Probably going to do some normal maps too.

Sly Assassin
01-08-2006, 03:15 AM
Looking great as always Jed keep it up mate :)

Trp. Jed
01-17-2006, 06:34 PM
Well its done, modelling wise.

I've made the LOD levels (5 in all) which take the model from 8000 polys down to 1000 at distance. Physics box is done and I've test compiled it and tried it in game and it looks O.K.

All thats missing is a texture. Any takers?


pedroleum
01-18-2006, 02:57 AM
actually, i would love to give that amazing model a dress! but i've got so much on my list (cow, jeep, other vehicles...)

so only if noone takes it i'll do it.

Trp. Jed
01-18-2006, 07:55 AM
Well I'm going to have a go myself and see how bad it comes out. I haven't skinned anything for ages :(

Not sure what colour scheme to go for - grey seems obvious but I might go for a green camo scheme just to be different.

Wile E Coyote
01-18-2006, 12:22 PM
Originally posted by Trp. Jed
Not sure what colour scheme to go for - grey seems obvious but I might go for a green camo scheme just to be different. Actually, from what I have managed to find in reference to this weapon, it probably was more likely to have been hit up with a camo pattern than flat grey or tan.

Don't forget operational guns (unlike the ones in museums) are greasy on the moving parts.

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