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Old 02-21-2010, 05:07 PM   #21
[R-COM]H.sta
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Default Re: [Vehicle] CB90N [WIP]

I do not believe that the norwegian version of this has the twin M2s in the front. just the manned .50 on top

i will also send you some refs as soon as i get MY internet back... don't really know whos internet i am on right now. had to walk for 30mins to find an open connection

... my router blew up... it is hard living without internet


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Old 02-21-2010, 05:39 PM   #22
cid228
Default Re: [Vehicle] CB90N [WIP]

There seems to be 2 versions in use by Norway ...

90H seen here ..


And then the 90N (I presume) ..

There are a few differences;
90N has no M2 bay in front.
90N has 4 windows from transport compartment while 90H has 6.
Different "knot-tie-thingies".
Differences in rails, small but still.
Landing on the back ..

I could go on for a while on the even smaller differences iv´e found..
For the main part I have concentrated on the 90N version, with exception of the M2 bay and windows.(will change those)

Detailing ...
Right now the polycount is at 4698.



Will post more when I got some progress ...










Meanwhile ..some EYECANDY !!!

(2003 version, lowpoly !..really ..was like 5 polygons)
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Last edited by cid228; 02-21-2010 at 06:03 PM..
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Old 02-21-2010, 09:56 PM   #23
Sniper77shot

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Default Re: [Vehicle] CB90N [WIP]

Looking good
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Old 02-22-2010, 04:26 AM   #24
The_MDexs

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Default Re: [Vehicle] CB90N [WIP]

its can be better and better
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Old 02-22-2010, 08:57 AM   #25
cid228
Default Re: [Vehicle] CB90N [WIP]

Reference comparison ...
(not an exact camera match..)




I have made a few tweeks since last night, mainly to the new rail-thing on the back landing, removed some unwanted polys.
Radar must be wider and a bit lower, hatches above driver/navigator may have to be moved back a bit, small windows on the side of the hull should be thinner (and 1 less per side), rails on deck should be cut for the life-raft containers (? ..Swedish-meatball containers)
The cockpit windows is a real pain in the *** to get looking right, the angle makes it hard to tell what goes where compared to the different reference pic´s.


... to be continued !
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Old 02-22-2010, 09:11 AM   #26
[R-DEV]DankE_SPB
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Default Re: [Vehicle] CB90N [WIP]

i dont know if you're talking with somebody about what to optimize etc. via PMs, but i recommend you to look into this thread
http://www.realitymod.com/forum/f388...de-assets.html


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Old 02-22-2010, 09:15 AM   #27
Maxfragg

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Default Re: [Vehicle] CB90N [WIP]

great, but remove the antennas, since they can be added ingame as childobjects (as done on most PR vehicles)


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Old 02-22-2010, 09:59 AM   #28
cid228
Default Re: [Vehicle] CB90N [WIP]

[R-CON]DankE SPB:
Thanks for the link, very useful !
I continually try to optimize the model polywise, i have a limit on 7000 tris given to me, and right now im at 4495 tris (without antennas!).
The cockpit will need a bunch more polys to give the driver(aka 'most important person in vessel') more detail.
I have also tried to give the texturer a bit of a easier job (..wich so far is not me, and to be honest I need alot of practise)

Maxfragg:
The antennas will be removed, using them right now as placeholders, just to get the right feel when modelling.

Made a few tweeks since last post, shortened the front railing above the doors a bit, widened and lowered the radar, moved back and reduced the size of the hatches above the driver´s seat.

Here are the wireframes, not showing all tris.
(The model is not aligned right, front is actually side and vice-versa, so dont bother telling me ! )





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Old 02-22-2010, 10:31 AM   #29
The_MDexs

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Default Re: [Vehicle] CB90N [WIP]

nice im follow this project because PR need more boats
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Old 02-22-2010, 10:58 AM   #30
Zeno

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Default Re: [Vehicle] CB90N [WIP]

i agree MDexs

im was wondering: there is a troop cabin right?


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[R-DEV]Ninja2dan:
Not having a spotter is like masturbating with a cheese grater...mildly amusing at first, but generally painful and bloody in the end.
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