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Modelling & Animations Everything but Static Objects

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Old 2014-01-29, 03:28   #1
[R-DEV]​CTRifle
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Default [Vehicle] CV9035NL (WIP)

Hey all, so the Dutch guys need this done so here I am heres. Ill try to keep everyone updated on progress

Progress: ??%

So, the model came with some cols and lods, im sorting through them but for the most part they arent really enough or finished, so im doing them myself. The textures came with it, Ill do some tweaks but for the most part they'll do

Whats done
  • Textures and UVs
  • Wreck lods

Whats been started
  • Interior and Main LODS

What needs to be done
  1. Wreck COLS
  2. Main model LODS
  3. Main model COLS
  4. Interior UV and texture




Wreck LODS (WIP so feed back please, havent done this before so I dont know too much on how to spread it around poly wise but going off of some PR models its sorta the same?) All the poly #s will be on the pictures so feedback on the numbers also would be awesome!

Im assuming theres gonna be alot of problems with it but bare with me, Ill get it

LOD0 - Be advised, this first lod came with the model, so I started working off of it



LOD1



LOD2



LOD3



LOD4 (ignore name, forget to renaming it in max :P)



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Last edited by [R-DEV]CTRifle; 2014-03-13 at 21:40..
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Old 2014-01-29, 03:29   #2
[R-DEV]​CTRifle
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Default Re: [Modelling] CV90 (WIP)

Sorry my bad, wrong section :/ and can someone rename it too [vehicle] instead of [modelling] thanks!


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Last edited by [R-DEV]CTRifle; 2014-01-29 at 03:42..
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Old 2014-01-29, 04:33   #3
[R-DEV]​Psyrus
PR:BF2 Developer
Default Re: [Modelling] CV90 (WIP)

From LOD2 onwards, you could get rid of a lot of tris on the top of the turret, and the tracks, and for your final LODS (you probably don't even need a LOD4) you can just keep the basic shape, because they'll be essentially just a silhouette at distance. All the geometry at the top of the turret on your final lod can be gone, except that which keeps the shape. Try and get it down to 300tris
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Old 2014-01-29, 05:33   #4
[R-DEV]​Glimmerman
PR:BF2 Dutch Forces Lead
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Default Re: [Modelling] CV9035NL (WIP)

Very nice work so far

*edit is it possible to change a tiny thing on the barrel?

The tip should look like this:


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Last edited by [R-DEV]Glimmerman; 2014-01-29 at 07:48..
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Old 2014-01-29, 10:20   #5
Kerryburgerking

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Default Re: [Vehicle] CV9035NL (WIP)

The turret looks really compact.

Mean, green and unseen!
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Old 2014-01-29, 10:32   #6
[R-DEV]​Glimmerman
PR:BF2 Dutch Forces Lead
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Default Re: [Vehicle] CV9035NL (WIP)

Thats because it is irl:

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Old 2014-01-29, 10:45   #7
[R-DEV]​AfterDune
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Default Re: [Vehicle] CV9035NL (WIP)

It doesn't have to be as detailed as it is irl (talking poly-wise and all), but more detailed than now, if possible.

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Old 2014-01-29, 10:49   #8
Kerryburgerking

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Default Re: [Vehicle] CV9035NL (WIP)

Oh, i guess our swedish turrets are bigger.

Mean, green and unseen!
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Old 2014-01-29, 12:51   #9
[R-DEV]​MasterX
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Default Re: [Vehicle] CV9035NL (WIP)

Lol, you want to put it on the table gentlemen?

It's because of the ammunition. Swedish versions use Bofors 40 mm gun while the Dutch use the Bushmaster III 35 mm cannon.

Source: Combat Vehicle 90 - Wikipedia, the free encyclopedia
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Old 2014-01-29, 17:33   #10
[R-DEV]​CTRifle
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Default Re: [Vehicle] CV9035NL (WIP)

Hows this

LOD0 3908 polys
LOD1 1564 polys
LOD2 919 polys
LOD3 323 polys

and for glimmerman


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