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Old 03-14-2010, 03:14 PM   #11
DeltaFart

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Default Re: [Static & Projectiles] SPG-9 ammunition

Yeh big issue with my model oif the SPG was that the tube was too many sides, so it had to be scrapped completely, I felt it needed the sides since thats all it is, but the devs felt differently and I'm not going to argue with them


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Biggest time killer :P

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Old 03-14-2010, 03:25 PM   #12
Wilkinson
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Default Re: [Static & Projectiles] SPG-9 ammunition

Smoothing Groups?


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Old 03-14-2010, 03:36 PM   #13
DeltaFart

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Default Re: [Static & Projectiles] SPG-9 ammunition

Yeh I had used smoothin groups, But i felt I could use polies on the tube considering all you really ever see is the tube, so why not? eh whatever ahha


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Biggest time killer :P

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Old 03-14-2010, 07:47 PM   #14
kumade
Default Re: [Static & Projectiles] SPG-9 ammunition

My final word about tris count for my projectile model (to prevent further spaming this thread about this problem) :
1. By example, current RPG missile has 400+ tris. Anyone mentioned any lags when shooting? It has 400+ tris because it doesnt have complicated tail, just capped tube. Other way You should hardly increase tris count, because tail has more details then the rest of the rocket.
2. Do You guys really think that Your PCs cant handle some 500-1000 tris ? There will be maximum of 3 ATs on the map. And each of them will fire with low frequency. So, i think this is not a big deal , but as i said, maybe we need to test this somehow.
3. When i just made my models, i have always showed them to my DEV curator, and always with tris count for model. And i never get any objections about it. But if other DEVs has other opinions, as i said, i can create a version with reduced tris count but with loss of rocket's form.
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Old 03-15-2010, 03:55 PM   #15
BloodBane611
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Default Re: [Static & Projectiles] SPG-9 ammunition

Definitely keep up your work man, it's looking good. Better to have a high detail model that needs knocked down than a low detail one that needs to be redone entirely.



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Old 03-19-2010, 08:31 PM   #16
kumade
Default Re: [Static & Projectiles] SPG-9 ammunition

Quote:
Originally Posted by [R-COM]BloodBane611 View Post
Definitely keep up your work man, it's looking good. Better to have a high detail model that needs knocked down than a low detail one that needs to be redone entirely.
Thanks for good feedback.


FIRST POST UPDATED. Added ammobox static with some stuffs inside.
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Old 03-20-2010, 06:09 AM   #17
[R-DEV]Hauteclocque
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Default Re: [Static & Projectiles] SPG-9 ammunition

A bit shiny, but looks good.
You work with Blender ?
How do you export the models then ?
You convert them ?


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Old 03-20-2010, 12:59 PM   #18
kumade
Default Re: [Static & Projectiles] SPG-9 ammunition

Quote:
Originally Posted by [R-COM]Hauteclocque View Post
You work with Blender ?
How do you export the models then ?
You convert them ?
Yes, blender is my modeling tool. When model is done, i export it to *.dxf format and then import it in gmax (cant find a way to export uv-mapping from blender, so i have to uv-map in gmax first, and then export to bf2)

Quote:
Originally Posted by [R-COM]Hauteclocque View Post
A bit shiny, but looks good.
Thanks. And yes, in my original post i didnt do anything with shining of my texture. But in update i have tried to setup gloss values more properly (metallic parts - more shiny, wooden parts - less)
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Last edited by kumade; 03-20-2010 at 01:07 PM..
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Old 03-21-2010, 11:34 AM   #19
kumade
Default Re: [Static & Projectiles] SPG-9 ammunition

FIRST POST UPDATED. Added closed ammobox.
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Old 03-21-2010, 11:59 AM   #20
[R-DEV]Amok@ndy
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Default Re: [Static & Projectiles] SPG-9 ammunition

looks nice but its too much detailed for a small object !

most of the things can be done with Normalmaps and save some polys

€: Maybe you should make your textures alpha channel all black this should remove the shiny things


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