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Old 2011-01-04, 11:11   #11
ukkis

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Default re: [Vehicle] Patria AMV XA-360 [WIP] [FDF]

Should I leave the gunners hatch unwelded because its an octagon and would cause a lot of additional triangels?
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Old 2011-01-04, 11:12   #12
motherdear
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Default re: [Vehicle] Patria AMV XA-360 [WIP] [FDF]

DON'T DO NOT DO THE BOOLEAN METHOD.

Do never do the boolean method. it WILL fuck your method up.

Simply cut a hole of the proper size in the model and weld it together and adjust the uvw or delete the face that you need to connect your parts to, and then use the bridge method in the border selection.

Boolean will screw everything up and is never used. ever...

it is much easier just fixing the uvw manually. takes only a few seconds for me.

in regards to the gunners hatch. just weld it up if it can cause z fighting. the extra tri count for a beautiful model is not something that should be worried about in this one instance.

[R-DEV]OkitaMakoto: "Talking squad level tactics in bed is actually a little known aphrodisiac"
[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".
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Old 2011-01-04, 15:15   #13
ukkis

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Default re: [Vehicle] Patria AMV XA-360 [WIP] [FDF]



Here is the updated model.
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Old 2011-01-04, 15:56   #14
162eRI

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Default re: [Vehicle] Patria AMV XA-360 [WIP] [FDF]

Very nice work and this company is doing very nice APCs! Go Finland

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Old 2011-01-04, 15:56   #15
motherdear
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Default re: [Vehicle] Patria AMV XA-360 [WIP] [FDF]

What kind of numbers did it produce in regards to tri count ?

[R-DEV]OkitaMakoto: "Talking squad level tactics in bed is actually a little known aphrodisiac"
[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".
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Old 2011-01-04, 17:22   #16
ukkis

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Default re: [Vehicle] Patria AMV XA-360 [WIP] [FDF]

7058 triangles became 7145
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Old 2011-01-04, 17:27   #17
motherdear
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Default re: [Vehicle] Patria AMV XA-360 [WIP] [FDF]

well worth it then good work, just to make sure i assume that there are several different versions of this vehicle with different weaponry and so forth right ? and this might be a bit late, but it would be wise to consider having pieces that are to be replace with non welded geometry. Since they are easier to replace texture wise at a later stage. Not sure how this is going to affect you though, but i assume that it won't mean a lot.

No matter what, this does increase the quality of the model a great deal

[R-DEV]OkitaMakoto: "Talking squad level tactics in bed is actually a little known aphrodisiac"
[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".
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Old 2011-01-05, 17:32   #18
WilsonPL
Default re: [Vehicle] Patria AMV XA-360 [WIP] [FDF]

https://www.realitymod.com/forum/f12...tml#post551144


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Old 2011-01-05, 17:37   #19
[R-COM]Hulabi
FDF Faction Lead
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Default re: [Vehicle] Patria AMV XA-360 [WIP] [FDF]

Quote:
Originally Posted by WilsonPL View Post
Yes, we know the polish faction has an AMV, although i haven't heard a word of it in 2 and a half years and the second we noticed it, our model was already way over the 50% mark. So we'll just make a better one >: D

Edit: The Finnish Patria AMV and the Polish Rosomak also have some structual differences.
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Old 2011-01-05, 17:37   #20
BroCop

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Default re: [Vehicle] Patria AMV XA-360 [WIP] [FDF]

Last post is over 2 years old...

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