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Old 12-09-2009, 12:14 PM   #11

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Default Re: [Task]Kandahar Airfield boardwalk static

Ok, thanks for the tips/infos!
I'll continue the "highpoly" modelling and reduce the polygoncount when I finished.

Quote:
Originally Posted by [R-DEV]Rhino View Post
Also you need to raize the thing off the ground, not only is it on the refs but having it so close to the ground is going to cuase zfighting with the terrain under it.
Actually it is above the ground but the bottom border of those vertical beams are below zero and the plane which I created for the render is on zero.
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Old 12-14-2009, 02:32 PM   #12
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Default Re: [Task]Kandahar Airfield boardwalk static

dergammla send me little update, he is making nice progress on the model

Quote:
Originally Posted by dergammla
so far I've modelled and UV-mapped a corner static, one normal segment and one segment with kind of a gate on one side.
Here's a screenshot from 3ds:

The detail texture I used is boards_v2.dds or something like that. The texture probably needs some work because there's no Alpha Channel (pretty glossy in editor) and the some parts are too dark.

With kind regards,

Glimmerman


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Old 12-18-2009, 12:28 AM   #13
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Default Re: [Task]Kandahar Airfield boardwalk static

Do you know if these boardwalks used in other bases or just Kandahar?
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Old 12-18-2009, 03:37 AM   #14
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Default Re: [Task]Kandahar Airfield boardwalk static

I guess its something specific for this base.
Havent seen it in any of my refs.

With kind regards,

Glimmerman


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