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| French Forces Discussion pertaining to the French Forces faction. |
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#11 |
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Model looks amazing, nice work
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#12 |
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Really good.
Russians could also use it if they finally decide to buy some for their navy. |
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Many thanks to everyone involved in the making of the best videogaming experience ever !
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#13 |
![]() Join Date: May 2009
Location: Toulon, PACA, France
Posts: 15
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Yeah ! Great model ! I can compare with the original one everyday, in Toulon
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#14 | ||
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PR:BF2 Developer
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Don't play with me, I have just checked the edit hour :
Quote:
EPIC FAIL !!!! Quote:
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#15 |
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PR:BF2 Contributor
![]() Join Date: Apr 2008
Posts: 792
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@ Hauteclocque !
Nope. I have posted more information than you. *Doctor earn a bonus time !* YOU JUST FAIL FREAKING FROGGIE ! |
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#16 |
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PR:BF2 Developer
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Sure, you're just European according to your avatar flag
End of the OT, they will think we are not serious boys. |
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#17 |
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PR:BF2 Contributor
![]() Join Date: Apr 2008
Posts: 792
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#18 |
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PR Mapper Team
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Right just for some feedback on the main points.
First of all on deck markings, best refs I could find of the real thing: ![]() ![]() Basically, deck markings are best done via modelling them into the deck and then defining different colour textures for each bit. If you look at the vBF2 carrier, you will see that the deck markings are nice and crisp with sharp edges to them. ![]() Now if you look at the wireframe, you can see all the polys that are cut into the deck which each material is applied to. ![]() For your deck you need to do the same thing, cutting in all the markings, including letters and numbers then giving them the appropriate colour texture, with giving them the same detail texture as the rest of the ship, since if you look at the detail texture on the essex, you will see the tether points are both on and off the markings, on the same UV etc with the marking have crisp edges ![]() ![]() You already have some of your markings cut into your model, just that you need to now cut in the circle, numbers and letters etc Onto your Bridge, if we look at the USS Essex again, we will see the base to where the bridge is has been cut away. ![]() This is important and something you need to do with your bridge since it saves a lot of texture and mesh memory overall and will ultimately improve your lightmaps too. Onto your hand rails round the edge, first of all there are a bunch of zfighting problems here you can clearly see at the base, should move the base up to meet with the floor (can vertex snap them very easily) and you will solve this problem. More to the main point, right now these are more like hand rails, when looking at the refs like this one, they look more like nets to me like on other warships. http://upload.wikimedia.org/wikipedi...al_mg_6102.jpg Now these are not the same type of nets but they are still a good example, these net shots are off HMS Bulwark and HMS Ocean. ![]() ![]() Now they are nets because like the 2nd shot, you can see them flipped down and the net overall reduces the wait of the entire thing. If it was all metal would be much heavier etc and a net gives a good "safety net" if someone dose fall over the edge Now in combat these are always flipped down so a chopper or something wont catch on them on take off / landing. So really what you need to do for you model is most likley scrap all of what you have got, might be able to work off whats there but will need huge edits and then make new nets which are also flipped down since this ship will always be used ingame when its in operational status, or at least most of the time Onto the next bit, lots of things that are very prone to zfighting on this model, these bits like this are huge suspects. ![]() even if I zoom away a bit in max, let alone BF2 I can see extreme zfighting. ![]() cut holes in your hull and the rest of your model and weld everything into your model. Not only is this good modelling practice but its also essential in most cases to stop zfighting and to make a better quality model. Your textures also need quite a bit of work but I'll go into that later on down the line. For now on the textures, forget about them, in fact it would be probaly worth just collapsing the UV modifier, slapping a clay texture onto the model and working from there so the texture dosen't detract you while you work and then once the model is pretty much final, do the textures then and let me know when you come to that stage before you start your texture work |
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#19 |
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PR:BF2 Developer
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Thank you very much Rhino, we will do our best
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#20 |
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PR:BF2 Contributor
![]() Join Date: Apr 2008
Posts: 792
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Thanks Rhino.
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Last edited by [R-CON]Sgt_Doctor; 10-22-2011 at 12:32 PM..
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| bpclhd, class, mistral, static, wip |
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