Turret design and learning - slowly

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Avestron
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Turret design and learning - slowly

Post by Avestron »

Well as the title suggests I'm a little stuck with Blender at the moment (well I am going round in circles in any case).

I am currently attempting to design a series of turrets that would permit various or multiple weapon configurations. The following is the result so far.

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Problems:

1.) The image is made of two shapes so as to keep the polycount to a relatively reasonable level but I am not certain what current poly count limits are for the game.

2.) The render results in triangular surfaces but the actual blender file is deliberately in squares - any reason why render ups this?

3.) Even though I have two objects - attempting to texture one or the other results in both being textured (I was hoping to have the ridges (or parts of the ridges) in team colours. What do you think I am doing wrong? Would using objects on different layers help?

4.) I have found myself wanting to subdivide the core object where the ridges are, but doing so produces triangular faces. Ihave also deleted vertices at other times and produces gaping holes in the model. Any tips on how to prevent or fix these matters?

5.) Do you think I should include another small object to 'slide' in the ridge - it might save work but weapon misallignment with turret is something I'd naturally want to avoid.

Thanks for any help.
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Re: Turret design and learning - slowly

Post by stiv »

2.) The render results in triangular surfaces but the actual blender file is deliberately in squares - any reason why render ups this?
Because everything gets turned into triangles eventually - especially non-planar polygons which is what your 'sqauares' are. If you turn on Smooth, they will look pretty again. Not sure what WZ will do with them.
3.) Even though I have two objects - attempting to texture one or the other results in both being textured (I was hoping to have the ridges (or parts of the ridges) in team colours. What do you think I am doing wrong? Would using objects on different layers help?
Assuming you *do* have two objects (can you select them individually?), they are sharing the same Material. Create a new Material for one of them.
Ihave also deleted vertices at other times and produces gaping holes in the model
Deleting the verts also deletes the associated face. You can add faces to selected verts.
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Re: Turret design and learning - slowly

Post by Avestron »

Thanks for the reply - quite helpful and I?'ll try working with smooth turned on. Looking at WZ makes me realize that this is unuseable - way too complicated - I'll try a simpler design.

Yes this is two objects - the ridge section is a modified plane (which I rotated sets of vertices to match core object) - each can be selected seperately - or at least the vertices can (selecting a point and adding until whole object is selected - and does not spread into other object.

Thanks for the tip about faces - I've been looking for ways to add vertices to an object individually also. Any tips here please? :c)
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Re: Turret design and learning - slowly

Post by stiv »

Yes this is two objects - the ridge section is a modified plane (which I rotated sets of vertices to match core object) - each can be selected seperately - or at least the vertices can (selecting a point and adding until whole object is selected - and does not spread into other object.
If both are separate objects, then they can be selected individually in Object Mode. Otherwise, they are compound parts of the same Object. (or said another way, they were both added as geometry to the same Object while in Edit mode)

If they are, indeed, separate objects they are probably sharing the same Material. Note you can also assign different Materials to various parts of the same Object.
I've been looking for ways to add vertices to an object individually also.
In Edit Mode, clicking CTRL-LeftMouseButton adds new geometry. To add connected verts , select the vert(s) you want the new one to be connected to first. (make sure you have Vertex Select Mode enabled or you will get Edges or Faces added)
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Re: Turret design and learning - slowly

Post by Avestron »

Thank you for the tips Stiv :c)

You were correct in your suspicions - I could not select the turret parts separately in the first prototype so I guess I added the shape wrong (edit mode).

Well in any case here is another prototype - this time at a significantly lower but perhaps more suitable poly count ^_^

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Yes I still need to look into smooth rendering ^_^
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Re: Turret design and learning - slowly

Post by Avestron »

The following is the same turret with material adjusted and fitted with a medium cannon ^_^

Image

The idea is for weapons to be fitted upon a turret - including a cylindrical section around the center of which the weapon rotates to fire at targets of the appropriate elevation.

Not smoothed - I will have to look back to the vid tutorials for that one. Thanks to Stiv for the pointers :)

- - -

So with this first prototype done I'd appreciate feedback on what aspects need changing.

I intend to create three types of turret mounts:

Gun type weapons (MGs - Cannons - Rails - possibly energy weapons also)
Mortar type weapons (and I will try to be faithful to the cool background representation - possibly also using this frame for AA weapons)
Missile type weapons (a different type of frame suited for bulky rocket and missile launchers

A few weapons are turrets themselves - particularly the truck, nexus, sensor and command turrets (and I intend on designing a command turret to include the ability to fit a light directional weapon)
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Re: Turret design and learning - slowly

Post by Kamaze »

Don't get me wrong, I appreciate all contributions and time spend into this project, but I ask myself, why all modellers do WW2 or 70's like tanks?

Search for some images of:
* Leopard 2
* M1A2
* Challenger 2

To name some tanks of this century. There are no "roundish" and vertical faces any more (Besides the tracks).
We all have the same heaven, but not the same horizon.
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Re: Turret design and learning - slowly

Post by Avestron »

Not taken wrong - I'll take a look ^_^

I'm also interested in hearing whether turret design is something that wz is considering entertaining at all. If not then I may as well make a turret for each and every weapon. :cP
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Re: Turret design and learning - slowly

Post by fisk0 »

Kamaze wrote:Don't get me wrong, I appreciate all contributions and time spend into this project, but I ask myself, why all modellers do WW2 or 70's like tanks?

Search for some images of:
* Leopard 2
* M1A2
* Challenger 2

To name some tanks of this century. There are no "roundish" and vertical faces any more (Besides the tracks).
Personally I think it is because modern style turrets wouldn't look as 'good' on any kind of body. To look anything close to good they would need to be placed on a specific body designed similarily.
The current WZ WWII style turrets look strange on some bodies (like medium cannon on bug body) but probably does not look as bad as a modern rather flat but wide turret on such a thin body. But it could probably work if someone redesigned both bodies and turrets to fit a more contemporary style.
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Re: Turret design and learning - slowly

Post by Avestron »

The revised turret is only part done - but the shape inspired me to take a detour.

The following is an initial prototype mortar-compattible turret (fitted out with pepperpot weapon).

Image

Its not quite perfect by far.Will probably scale down the weapon to better fit the backing disk, add more frontal armour (a little too empty) and, if that fails, shorten the front section of the turret.
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Re: Turret design and learning - slowly

Post by XANAX »

awesome work ;)
square tank turrents are for the past xD
Round is for the future!!! :twisted:
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Re: Turret design and learning - slowly

Post by Avestron »

Thanks for the feedback Xanax :c)

Been delayed with the final pepperpot prototype as I thought I'd pitch in for am advanced truck turret (complete with optional small turret naturally (here occupied by an additional build turret). ;c)

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I think it could use more modification on the top rims but feedback is welcome.

Edit: - And the second prototype

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I should note that this particular task has led me to become familiar with the use of vertice merges (alt +M once selecting multiple vertices to merge) - A very productive learning experience. ^_^

Edit: - And the third prototype

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Re: Turret design and learning - slowly

Post by Avestron »

Reviving an old thread since Mangust and Olrox have bodies pretty much covered. ^_~

The following is a turret prototype which is pretty basic in design. Dome-like shape, reinforced front armour, and slot for the mounting of a light-to-medium directional weapon.

Candidate weapon mounts - machinegun, heavy machine gun, light cannon, Flashlight.

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Initial comments here may influence future turret models.

I am also thinking that unique turret lines for each of the factions would be interesting and would allow for easear seaming. thoughts?
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Re: Turret design and learning - slowly

Post by lav_coyote25 »

that turret looks great. reminds me of the "Maginot line" turrets. what are the turrets sitting on base wise... i was thinking that since the original came out so many years ago the bases havent been improved or "tweaked" at all... dunno if your wanting to use metal / concrete / sandbags... or dirt scraped up to for a parapet. (see scavs mortar pits or the sam pit later on with metal covering(?? i think?? )... xD
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Re: Turret design and learning - slowly

Post by Avestron »

lav_coyote25 wrote:that turret looks great. reminds me of the "Maginot line" turrets. what are the turrets sitting on base wise... i was thinking that since the original came out so many years ago the bases havent been improved or "tweaked" at all... dunno if your wanting to use metal / concrete / sandbags... or dirt scraped up to for a parapet. (see scavs mortar pits or the sam pit later on with metal covering(?? i think?? )... xD
That is the lower rim of the turret - an unnecessary bit of geometry added in to improve the overall look. :) It is designed to sit on a vehicle body (the rim suggests that it is a light turret) But it can go well with fortification structures also ^_^

I dared not texture this for fear I'd fail yet again (see the structures topic for a 'shed' blender file illustrating my woes - it simply won't render properly...).

I've been looking into turrets - there have been arguments over how to deal with multiple turret designs and I have a concept in my head that I'll get into once I get my texturing issues sorted.
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