[Vehicle] AAVP7A1

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Rhino
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Re: [Vehicle] AAVP7A1

Post by Rhino »

motherdear wrote:indeed tonnie did some great work, the problem was that his max crashed before we had a chance to save the optimized version, but we shouldn't worry about the tri count for now becuase there is quite some places that i can still optimize myself and with help from tonnie or Z. but the smoothing errors are there becuase i didn't smooth it out after i added this stuff and didn't fix it before i took the pics.

no idea in fixing smoothing groups before we optimize anyway since they will change autmatically during the optimization i assume :)
lol, tonnies max always seems to crash :p

tonnie you should really put on auto saving or just get in the habbit of saving every time you do something.
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[uBp]Irish
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Re: [Vehicle] AAVP7A1

Post by [uBp]Irish »

Tonnie for the loss.
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Rhino
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Re: [Vehicle] AAVP7A1

Post by Rhino »

'[uBp wrote:Irish;1044138']Tonnie for the loss.
indeed, he didn't even know there as an auto saving function :p
[15:03] [R-DEV]Rhino: you really should learn to save more or turn on the auto saving function in max
[15:03] [R-DEV]tonnie15: y
[15:03] [R-DEV]tonnie15: lol
[15:03] [R-DEV]tonnie15: wait
[15:03] [R-DEV]tonnie15: theres a auto saving function
[15:03] [R-DEV]tonnie15: ???
[15:04] [R-DEV]Rhino: yes
[15:04] [R-DEV]Rhino: I always have to turn it off as my max scenes, espically lightmap ones are far too big for it, otherwise you have your max freezing every 5mins :p
[15:04] [R-DEV]tonnie15: lol
[15:04] [R-DEV]Rhino: it should be on by default tbh :p
[15:04] [R-DEV]tonnie15: hmmm
[15:05] [R-DEV]Rhino: let me find it
[15:05] [R-DEV]tonnie15: k
[15:05] [R-DEV]Rhino: yep here it is
[15:05] [R-DEV]Rhino: http://img4.imageshack.us/img4/1972/06042009150522.jpg
[15:05] [R-DEV]Rhino: bottom left, auto backup
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Tonnie
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Re: [Vehicle] AAVP7A1

Post by Tonnie »

[R-DEV]Rhino wrote:indeed, he didn't even know there as an auto saving function :p
oh god :o ops:

HangMan: BF2 Editor, it has very strict limitations memory wise, and crashes all the time. Its like a girl. Treat it with respect and take it slow and you'll get places. Rush and get ahead of yourself and it will turn around and punch you in the mouth
motherdear
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Re: [Vehicle] AAVP7A1

Post by motherdear »

damn tonnie you changed your damn avatar again lol, you really do have to much time on your hands it seems ;)
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[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".
Tonnie
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Re: [Vehicle] AAVP7A1

Post by Tonnie »

motherdear wrote:damn tonnie you changed your damn avatar again lol, you really do have to much time on your hands it seems ;)
lol u will notice that it will change almost daily :P

HangMan: BF2 Editor, it has very strict limitations memory wise, and crashes all the time. Its like a girl. Treat it with respect and take it slow and you'll get places. Rush and get ahead of yourself and it will turn around and punch you in the mouth
motherdear
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Re: [Vehicle] AAVP7A1

Post by motherdear »

very rough blockout of the turret so far
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proportions are still off and a lot of stuff still needs correcting and adding (smoke grenades etc)
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[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".
Adriaan
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Re: [Vehicle] AAVP7A1

Post by Adriaan »

Nice! It´s looking better and better each time i look at this thread! would be awesome seeing it ingame, although i guess that´s a long way to go still. :)
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Solid Knight
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Re: [Vehicle] AAVP7A1

Post by Solid Knight »

I think your model would look better if there was a sexy woman leaning against it.
badmojo420
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Joined: 2008-08-23 00:12

Re: [Vehicle] AAVP7A1

Post by badmojo420 »

Or would the woman look better with his sexy model to lean against?

Great job, can't wait to see it in-game.
motherdear
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Re: [Vehicle] AAVP7A1

Post by motherdear »

okay tweaked various small parts, and changed the size of the turret quite a bit (tweaking still ongoing) and then i have added the grenade launchers too it which surprisingly were quite a lot lower on the tri count than i had estimated they would be.
but anyway gonna be working on this thing all night today because i finally got some time

here's the update
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[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".
motherdear
Retired PR Developer
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Re: [Vehicle] AAVP7A1

Post by motherdear »

okay so finished the last part of the rotational part of the turret, only thing it needs now is the guns themselves.
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and 162 i've decided not to say the tri count or to think about it before the model is finished, then i will begin thinking about optimization, Z is right no need to focus on it yet even though it's interesting
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[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".
=Romagnolo=
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Joined: 2006-12-29 14:52

Re: [Vehicle] AAVP7A1

Post by =Romagnolo= »

man, what a great work !!!
[R-DEV]OkitaMakoto:"Cheers, you're the man, Okita"
[R-DEV]Rhino:"I in fact got kicked from a server for tking."
Hitperson:"well done, treasure it forever."
[R-DEV]Adriaan:"Damned classy Roma, if I may say so."
[R-DEV]Chuc:"Pro man, pro."
(yes, it was about me)
[R-MOD]BloodBane611:"Romagnolo, you definitely deserve a LOL award for that."
VMP
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Re: [Vehicle] AAVP7A1

Post by VMP »

awesome great job
Hans Martin Slayer
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Re: [Vehicle] AAVP7A1

Post by Hans Martin Slayer »

great stuff, keep it up! :-)
Scot
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Re: [Vehicle] AAVP7A1

Post by Scot »

Good job mate, keep it up!
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Rhino
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Re: [Vehicle] AAVP7A1

Post by Rhino »

yep looking good :mrgreen:

Interesting how the smoke launcher (not grenade launchers, that's the Mk19 :p ) are on the rear of the turret and fire over it, quite a unique design :mrgreen:

Normally the smoke launchers would have modelled caps over them on most vehicles but after checking a few images I noticed that there caps are really small (look almost like cloth or something?) and as such, think you have done them in the best way and the skinner can do them with a bump map ;)

Also for making the Mk19 and the 50cal, this is quite an interesting one since you can either model it yourself and have it UVed onto the main thing, or you can use parts of the existing models (and textures on there own sheet) to do them. The only problem is there are vast differences between the weapon on its own and what is showing on the AAVP7A1 since the barrel of the 50cal is the only bit really showing, with a casing near the rear and on the Mk19, again really on the barrel again but with a interesting casing and ammo feed around it, so wouldn't be that bad to model it yourself and use its own unique texture since the only things really the same between the 2 (that are visible on the AAVP71) is the barrels hehe. That and we dont really have a Mk19 yet, just one modelled by a community member, _Henke_ that we *might* use and needs UVing and texturing, you can see more on it here: https://www.realitymod.com/forum/f66-pr ... 9-wip.html
And ye the M2HB is what is already ingame.

Ohhh and ye, found a really good reference for the turret that you might not have here: http://img.epochtimes.com/i6/603280906581535.jpg

Keep up the good work :D
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Mongolian_dude
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Re: [Vehicle] AAVP7A1

Post by Mongolian_dude »

Yes!
Im really looking forward to storming the beaches in these babies.
"Thanks mate, next ones on me!"

...mongol...
Military lawyers engaged in fierce legal action.

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