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Old 06-08-2008, 11:49 AM   #201
Jonny

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Default Re: [Vehicle] Ka-50

As I said before, totally ruin it, you should not be happy to put it in PR when it is ready. But everyone else will love it, and some will think there is still too much detail.

XKCD forums, in the middle of a perfectly sane conversation:
Has anyone really been far even as decided to use even go want to do look more like?
Best post ever made!

EG: PPSh is made of win and quite possibly stamped sheet metal
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Old 06-08-2008, 11:51 AM   #202
=USOR=Oleg-Russia

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Default Re: [Vehicle] Ka-50

[QUOTE=spacemanc;695048]Still way too high
Why use so many polys on the rotors - you cant get close to them, unless you land next to a platform and jump on top!
QUOTE]

It`s geom0 so you can get close to it,geom1 is 350 or something like that


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Old 06-08-2008, 11:55 AM   #203
space
Banned
Default Re: [Vehicle] Ka-50

you dont need pipes on the front - look at the cobra - its all one cylinder, but you can only tell if you get close and really look - if you want it in the game the DEVs will be much more interested if you come up with a 4k poly heli. Spend your time on the textures - the quality of the models in PR is my standard of modelling ( ie low! ) - and Im sure its not because the modellers were crap - its because they were after low poly models. You can only see how low quality the models are when you get close, and you are actually looking for problems though - the textures cover up the modelling compromises.
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Old 06-08-2008, 12:02 PM   #204
=USOR=Oleg-Russia

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Default Re: [Vehicle] Ka-50

Quote:
Originally Posted by spacemanc View Post
you dont need pipes on the front - look at the cobra - its all one cylinder, but you can only tell if you get close and really look - if you want it in the game the DEVs will be much more interested if you come up with a 4k poly heli. Spend your time on the textures - the quality of the models in PR is my standard of modelling ( ie low! ) - and Im sure its not because the modellers were crap - its because they were after low poly models. You can only see how low quality the models are when you get close, and you are actually looking for problems though - the textures cover up the modelling compromises.
I have 1 quastion have you ever modeled,just think about what you telling me, "make model over again"it takes again 2 mounths maybe notm on modeling but on uv mapping etc.Also texturing to get it correct,so it`s double job better i optimize this one ,and save more time and it will looks still nice.


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Old 06-08-2008, 12:12 PM   #205
space
Banned
Default Re: [Vehicle] Ka-50

there is no way it will take you 2 months to make a low poly version! Whn I modelled my Bell 407 I knew my way around the fuselage so well that I could remake it in about 8 hrs ( low quality version - but thats what were after! )
The textures will have to be redone anyway - it may be hard to face, but the sooner you realise the more time youll save.
Basically you dont want any cylinders on the model apart from maybe the main roter shaft. The only fuselage detail should be the vents above the cockpit, antenna, and the rail things around the cockpit which should all be made with cuboids - NO OTHER DETAIL!
Aim to make a 2000 poly model and then when you go over or apply the shell modifer youll still have a low poly model.

IF someone gave you a ferrari and a pile of car parts to make a trabant - would you convert the ferrari, or would you start from scratch with the parts? ( personally Id be off into the sunset in the ferrari )
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Old 06-08-2008, 04:06 PM   #206
=USOR=Oleg-Russia

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Default Re: [Vehicle] Ka-50

I am on 13888 poly,have removed all details that i think must be removed and droped from last version of game model 22k on 13,8k and original model 32k to 13,8k .I can work on heli max for next 2 days ,because i have project from school and need to make huge 3d scenen in 2 weeks ,i am running out of time so this is last 2 days that i can work on heli.I can start work on heli again only after 5 weeks,this is end of the year so alot of stuff need to make done for school.So give me red or green light to start make lods from current model and wreck model and finish textures.I need this answer today.


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Old 06-08-2008, 04:51 PM   #207
[R-DEV]Drav
PR Artwork Team
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Default Re: [Vehicle] Ka-50

I'm guessing thats still too high but can I just say, I LOVE what you've made, it looks brilliant. Good luck getting it into PR....
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Old 06-10-2008, 05:36 AM   #208
HughJass

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Default Re: [Vehicle] Ka-50

This is confirmed to go in for the russians?


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Last edited by HughJass; 06-10-2008 at 05:41 AM..
Old 06-10-2008, 06:27 AM   #209
GeZe
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Default Re: [Vehicle] Ka-50

Quote:
Originally Posted by HughJass View Post
This is confirmed to go in for the russians?
Definitely no.

http://www.realitymod.com/forum/f135...e-ka-50-a.html


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Old 06-10-2008, 06:45 AM   #210
[R-DEV]Rhino
PR Mapper Team
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Default Re: [Vehicle] Ka-50

Quote:
Originally Posted by [R-CON]GeZe View Post
Providing its poly limit gets below 10k, something like 6 to 8k polys I see no reason why this can't be used on some asymmetrical maps?


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