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| Finnish Defense Forces Discussion pertaining to the PR Finnish Defense Forces faction. |
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#1 |
![]() Join Date: Nov 2009
Posts: 43
Location: Kotka
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Hello! o/
This is what I have been doing over the last months during my game development studies and other smaller projects. The model now consists of about 7000 triangles. Im more used to working with max 2010 than max9 so I had some serious problems with normal baking but then I discovered the new nDo plug-in for photoshop and ended up doing almost all the normals with it. I dont know if it was the best decision but I guess it turned out ok. Tell me what do you think. Feedback appreciated ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() AMV is not amused. ![]()
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Last edited by ukkis; 01-03-2011 at 04:50 PM..
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#2 |
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PR:BF2 Developer
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Looking rather good, but still loads of detailing on the texture to go.
But lets go over the flaws of the current model: 1) Big z fighting problems, remember that this is not a modern engine anymore and therefore you have to compensate for the z fighting that will occur with your current vehicle. I would personally spend the few extra tris on welding up some of the pieces that are hovering on the model and that can't be baked down in the texture for further level of details. D.etails to weld into the model would be stuff like the rings on the front 2) It seems like there isn't much of an AO if any on the vehicle, making it look rather bland 3) Detailing is needed in the texture, you need scratches on crew hatches, the front of the vehicle and so forth. basically any place that it can bang itself into something, so especially straight corners, the bottom and the like 4) It needs mud in the wheel section and on the side, I am not that good at it personally and it isn't always needed. its hard to get right, but it looks brilliant if done right. 5) The current base material is looking rather good, although i do miss some minor details in it. Currently the details in the base material are rather large, and a bit of random difference here and there would not hurt. To sum it up, the model itself is looking good, but points of notice is the lack of enough shading, lack of minor detail in the texture, and the z fighting due to the engine |
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To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. [R-CON]Pantera : maybe you might learn that we are not super intelligent beings chained in UKF's basement being forced to work on this. [R-DEV]Gaz : How did Pantera get out? /reassesses security plans... |
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#3 |
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PR:BF2 Comm Faction Lead
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i think the wheel polygons need to be centered to be animated
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#4 |
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PR:BF2 Developer
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To add to the engine specific stuff, I recall the weels needing a central vert for the texture to 'spin around'.
Looking really nice so far, though wasn't there a Patria already (being) modelled by one of the comfacs? Edit: ninja'd by Andy |
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#5 |
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Norwegian Faction Lead
![]() Join Date: Dec 2006
Posts: 1,083
Location: In Wiccas basement... please send help!
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Patria has made several APCs
this one is one of the more recent creations, Norway is also looking into these |
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#6 | |
![]() Join Date: Nov 2009
Posts: 43
Location: Kotka
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Quote:
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#7 |
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PR:BF2 Developer
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I would not weld everything, but a lot of things would only raise the tri count by 10 tris max, such as the big box on top, the small handles and so forth. The Handles on the side i would not weld.
![]() Red = weld Green = delete in level of details For a vehicle like this adding those extra tris would not hurt. Epically if it reduces the z-fighting. But for a vehicle like this depending on the details, i would recommend about 7-8k The big box on top would most likely not give any Z-fighting, but by welding it in. you get a lot of texture estate by adding relatively few tris. |
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To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. [R-CON]Pantera : maybe you might learn that we are not super intelligent beings chained in UKF's basement being forced to work on this. [R-DEV]Gaz : How did Pantera get out? /reassesses security plans... |
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#8 |
![]() Join Date: Nov 2009
Posts: 43
Location: Kotka
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OK thanks motherdear. Im trying to do this not messing too much with the uv.
btw: the wheels are now fixed |
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#9 |
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PR:BF2 Developer
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In regards to the uvw just weld things up. then take a look at the uvw. break the points where they have been welded ( it will look a bit messy here i know) but you won't have too many regions to weld together.When you have broken the verts up it is just a matter of using target weld to get the islands back to their old shape.
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To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. [R-CON]Pantera : maybe you might learn that we are not super intelligent beings chained in UKF's basement being forced to work on this. [R-DEV]Gaz : How did Pantera get out? /reassesses security plans... |
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#10 |
![]() Join Date: Nov 2009
Posts: 43
Location: Kotka
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I will first try with boolean method. I hope this would work at least this time
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| Tags |
| amv, fdf, finnish, patria, vehicle, wip, xa360 |
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