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Old 03-21-2010, 01:23 PM   #61
KingLorre

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Default Re: [REQUEST]Dutch / European Statics needed [HEAVY IMAGE] [Heavy Image]

Whoa that is fast mate! Quality work right there!


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Old 03-21-2010, 06:02 PM   #62
MCI

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Default Re: [REQUEST]Dutch / European Statics needed [HEAVY IMAGE] [Heavy Image]

Awesome job! Thumbs up !


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Old 03-21-2010, 06:37 PM   #63
Z-trooper
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Default Re: [REQUEST]Dutch / European Statics needed [HEAVY IMAGE] [Heavy Image]

pretty cool stuff Hyperion

"Without geometry, life is pointless"
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Old 03-21-2010, 07:40 PM   #64
[R-CON]Salmonella
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Default Re: [REQUEST]Dutch / European Statics needed [HEAVY IMAGE] [Heavy Image]

hey, since you're not making a whole new texture palette for this trailer you can make it as bundledmesh that uses only 1 UV set and 2 textures rather that 2uvs and 3 textures as staticmesh.

Furthermore I really think 2k is too much for a ~3x4m trailer. in the guidelines says 600-1000 for anything considered small. Those civilan cars uses 2k but they are fully working and with interior...


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Old 03-22-2010, 08:30 AM   #65
Hyperion
Default Re: [REQUEST]Dutch / European Statics needed [HEAVY IMAGE] [Heavy Image]

Yeah, you're right, polycount will be reduced soon. No promises but I think I can cut it down to 1500 tris.

But I want to keep it as a staticmesh. I am using a slightly modified (colored stripes added) AO-Map as colortexture. I can bake some AO parts of the model into the detailtexture, but its impossible to use the AO for the tileable parts of the texture (white body of the caravan).

Bundledmeshs need AFAIK dynamic shadows instead of lightmaps, dunno if this is better than keeping it as static with one additional texture that makes the model look much better...anyway I am checking this option out.

Edit:
Trianglecounts are now:
LOD0: 1380 = 100%
LOD1: 924 = 67%
LOD2: 356 = 25,8%
LOD3: 183 = 13,3%

Now I only have to finish the normal and specularmap and its done!

Edit2:
Its done, uploading the model @ rapidshare. Glimmerman will soon get a PM with the DL information. Hope you like it, its kinda lowpoly and lowres but acceptable imo. Have fun!


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Last edited by Hyperion; 03-26-2010 at 01:28 PM.. Reason: Updated, Finished model
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Old 02-04-2011, 09:27 AM   #66
anglomanii

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Default Re: [REQUEST]Dutch / European Statics needed [HEAVY IMAGE] [Heavy Image]

just as a quick query, are there going to be Dykes on the Dutch home maps? and if so are we going to be able to blow them up?...........but not if it will harm the musk rats of course as supahpingi tells me this is a big problem there

but seriously will we be able to blow up some dykes


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<22:31:15> "Supahpingi": i was actually mastrubating ferosiosly to mike meyers pictures
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Old 02-04-2011, 10:25 AM   #67
[R-COM]Glimmerman
Dutch Forces Mod Leader
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Default Re: [REQUEST]Dutch / European Statics needed [HEAVY IMAGE] [Heavy Image]

nope no flooding of musk rats im afraid, but you will be able to shoot them if you seen one.

Cheers,
Glimmer


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Old 02-05-2011, 04:32 AM   #68
supahpingi

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Default Re: [REQUEST]Dutch / European Statics needed [HEAVY IMAGE] [Heavy Image]

Silly ozzy's.atleast out country doesn flood anymore thanks to our DYKES!


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Old 02-05-2011, 05:01 AM   #69
black-wolf
Default Re: [REQUEST]Dutch / European Statics needed [HEAVY IMAGE] [Heavy Image]

Quote:
Originally Posted by supahpingi View Post
Silly ozzy's.atleast out country doesn flood anymore thanks to our DYKES!
I like our dykes.

Actually, I like dykes in general.
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Old 02-05-2011, 08:12 AM   #70
KingLorre

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Default Re: [REQUEST]Dutch / European Statics needed [HEAVY IMAGE] [Heavy Image]

Quote:
Originally Posted by black-wolf View Post
I like our dykes.

Actually, I like dykes in general.
Same here.


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