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#41 |
PR:BF2 Contributor
Join Date: Oct 2020
Posts: 174
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So i said to my self that i am gonna take it a bit to the extreme and tried to make it as much as cool as i could
![]() It is still missing some of the main coloring but i wanna see how it would look with the weathering. Also i made a bit more advanced normal map. ![]() ![]() |
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#42 |
PR:BF2 Developer
Join Date: Nov 2018
Posts: 124
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Location: Novocherkask, Rostov area
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Why is barrel not smooth?
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#43 |
PR:BF2 Contributor
Join Date: Oct 2020
Posts: 174
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It is, though the shadows are kinda funny in the final render...
![]() I cannot make it any smoother honestly, even when you use smoothing when you close up on ingame cannon models they are like minecraft. |
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#44 |
PR:BF2 Contributor
Join Date: Oct 2020
Posts: 174
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Actually i have no idea. The sun in blender does not like me.
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#45 |
PR:BF2 Contributor
Join Date: Oct 2020
Posts: 174
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Stryker go brrr.
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#46 |
PR:BF2 Contributor
Join Date: Oct 2020
Posts: 174
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I am still here, no worries.
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#47 |
PR:BF2 Contributor
Join Date: Oct 2020
Posts: 174
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I remade by hand the whole turret UV so now the faces that are not seen or are under some kind of plate are not eating so much texture, so now everything that is visible to eye has much more pixels, multiple same objects like visors are using only one same texture which lets me have much more space overall.
I gotta do all the stuff again but it's not a big deal changing UV is like the most time consuming depending on how perfect you want it to be, other stuff like texturing and baking ain't that bad. A small tiny detail that i don't see any of the tanks use. ![]() |
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Last edited by LangMaster; 2022-01-13 at 02:29..
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#49 |
PR:BF2 Contributor
Join Date: Oct 2020
Posts: 174
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Ight, i need an answer, how much tris is too many ? :d
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