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Old 2012-08-01, 12:04   #1
Trek762

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Default [Vehicle] KTO Rosomak [WIP](PL)

p3d.in - BF2: PR Polish APC Rosomak (Desert) <- desert version

p3d.in - BF2: PR Polish APC Rosomak (Woodland) <-woodland version

That's pretty much done. Maybe there will be some minor fixes, after I talk about the textures with the rest of team.
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Old 2012-08-01, 12:07   #2
simeon5541

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Default Re: [Vehicle] KTO Rosomak

This looks soooooooooo good !!
It will fit so well into PR
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Old 2012-08-01, 12:16   #3
Fresz

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Default Re: [Vehicle] KTO Rosomak

huehuehue finally done We need to export it to the game now




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Old 2012-08-01, 12:31   #4
Tim270
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Default Re: [Vehicle] KTO Rosomak

Good work so far but I think it needs a few more tweaks.

http://upload.wikimedia.org/wikipedi...TO_Rosomak.JPG

The bolts on the side really need to be stronger in the normal map (just overlay that layer again) as you cant really see them on the texture.
The headlights could do with bulbs in them.
The dirt is too uniform, imo use a smaller brush as when you get close those bigger brushes are going to seem very blury.
I would try to follow some of these refs very closely for dirt as it gives it a much more authentic feeling
http://poadu.files.wordpress.com/201..._viktor-25.jpg
http://upload.wikimedia.org/wikipedi...fghanistan.jpg

Good work so far, keep it up

Also any chance we can see the UVW map/texture flats?
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Old 2012-08-01, 12:37   #5
Fresz

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Default Re: [Vehicle] KTO Rosomak

Thanks Tim,

Before someone asks this CAMO is out dated. They all are now painted all green or all desert.

I will get Trek to send UV map as soon as possible.




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Old 2012-08-01, 21:44   #6
J.F.Leusch69
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Default Re: [Vehicle] KTO Rosomak

you could also add a small black hole for the coaxial MG
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Old 2012-08-02, 07:20   #7
Jacob PR
Default Re: [Vehicle] KTO Rosomak

It's so pretty but yet so dirty It feels like PF will have the dirtiest vehicles in PR lawl...
I wish that you would make the bolts bigger as they are irl and decrease the amount of dirt by a bit.
Awesome, can't wait to drive it!
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Last edited by Jacob PR; 2012-08-02 at 15:13..
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Old 2012-08-03, 08:19   #8
[R-CON]​lucky.BOY
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Default Re: [Vehicle] KTO Rosomak

Had a look at the actual model, and these parts will probably cause massive z-fighting ingame (marked in red). You should weld them.



http://i.imgur.com/cDYIs.jpg



Yellow: these antenas are not part of the model, they are added via code, this allows them to sway etc. Just delete it from the model and let the coder do the magic

The dirt really looks more like rust to me, but i have no idea about texture art so ill leave that one to others.

Except above, its pretty impressive, well made model, i like it

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Old 2012-08-03, 14:06   #9
Trek762

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Default Re: [Vehicle] KTO Rosomak

This model is just for a preview.
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Old 2012-08-03, 19:11   #10
[R-DEV]​AfterDune
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Default Re: [Vehicle] KTO Rosomak

Why are the textures black on my end? Counts for both Desert and Woodland. Odd, visited that site for other models, which worked fine, hmm..

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