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08 Dec 2019, 00:00:00 (PRT)
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Old 2016-10-29, 11:07   #31
CaptMiller

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Default Re: Turkish Armed Forces - Community Tasks

3 parts of fast video tutorial how to start mapping, very useful

https://www.youtube.com/watch?v=UCed...kMWXhQ&index=5
https://www.youtube.com/watch?v=vVE1...kMWXhQ&index=4

https://www.youtube.com/watch?v=LAa3...kMWXhQ&index=3
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Old 2016-10-29, 14:42   #32
I-Omer-I
Default Re: Turkish Armed Forces - Community Tasks

What if I offer you to help us (if you can find free time from your IS mod)?

Or we can make TAF vs ISIS maps...
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Old 2016-10-30, 02:14   #33
CaptMiller

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Default Re: Turkish Armed Forces - Community Tasks

Quote:
Originally Posted by I-Omer-I View Post
What if I offer you to help us (if you can find free time from your IS mod)?

Or we can make TAF vs ISIS maps...
at the moment I'm doing a map Baiji 4km with Iraqi army or Peshmerga(that will be easy because only retexture Hamvee and uniform) and probably we will be able to use your faction in the alternative mode TAF vs ISIS. I hope I will finnish my map in spring 2017

Also one guy in our Discord making Deir-ez-Zor 2km, I ask him about you
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Old 2016-11-21, 19:37   #34
I-Omer-I
Default Re: Turkish Armed Forces - Community Tasks

Update;

1- Cobra has been finally completed. Here are some rendered images of current model;







and one pic from 3DS Max viewport;



2- ACV-15 body model (WIP);



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Old 2016-11-22, 08:17   #35
anantdeathhawk

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Default Re: Turkish Armed Forces - Community Tasks

Looks good!
But devs may say the jeep has very high tris.
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Old 2016-11-22, 20:59   #36
[R-DEV]​rPoXoTauJIo
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Default Re: Turkish Armed Forces - Community Tasks

Actually that's quite okay, f.e. vn-3 has 7.8k, lots depends on lods through.

Yet i agree that it's already a point where it's needed to find places to optimize model rather than increase quality

assetruler69: I've seen things you smurfs wouldn't believe. Apaches on the Kashan. I watched burned down tank hulls after the launch of the single TOW. All those moments will be lost in time, like tears in rain.
Time to give up and respawn.
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Old 2016-11-23, 18:25   #37
I-Omer-I
Default Re: Turkish Armed Forces - Community Tasks

Quote:
Originally Posted by [R-CON]rPoXoTauJIo View Post
Yet i agree that it's already a point where it's needed to find places to optimize model rather than increase quality
I'll do something about that. The model has such that polygon with 1st person view, it'll be much and much smaller without it and after a check.
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Old 2016-11-23, 18:56   #38
[R-DEV]​rPoXoTauJIo
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Default Re: Turkish Armed Forces - Community Tasks

Quote:
Originally Posted by I-Omer-I View Post
I'll do something about that. The model has such that polygon with 1st person view, it'll be much and much smaller without it and after a check.
Hmmm, that's could be quite a point where you optimize a lot.
3p models usually dont need well detailed 1p interior unless they're quite open vehicles.
Again taking vn-3 as example here



Although even for 3p there's quite a lot of details i'd say :P

assetruler69: I've seen things you smurfs wouldn't believe. Apaches on the Kashan. I watched burned down tank hulls after the launch of the single TOW. All those moments will be lost in time, like tears in rain.
Time to give up and respawn.
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Old 2016-11-24, 08:03   #39
I-Omer-I
Default Re: Turkish Armed Forces - Community Tasks

The ACV-15 is ready in record time (2.5 days)! I'll work on the tower later.







Now, I'll work for optimize them and prepare their lod's
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Old 2016-11-24, 08:12   #40
[R-DEV]Mineral
PR:BF2 Lead Designer
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Default Re: Turkish Armed Forces - Community Tasks

I wouldn't start on LODs before UV and perhaps even textures are completed

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