Damn...'[R-CON wrote:exec_4ever;1096537']Every model in the scenes folder, a.k.a The whooooole shit!
1600x1200, ~900kb
http://i279.photobucket.com/albums/kk15 ... rdr5-2.jpg
I couldn't do 1/millionth of that..
Dogtags as easter egg on Sangin pl0x
Damn...'[R-CON wrote:exec_4ever;1096537']Every model in the scenes folder, a.k.a The whooooole shit!
1600x1200, ~900kb
http://i279.photobucket.com/albums/kk15 ... rdr5-2.jpg

BMP-1/2 hull, looking forward for it'[R-CON wrote:exec_4ever;1096537']Every model in the scenes folder, a.k.a The whooooole shit!
1600x1200, ~900kb
http://i279.photobucket.com/albums/kk15 ... rdr5-2.jpg



*Edit* i see the pr tags,nice work man,thats some serious talent.'[R-CON wrote:exec_4ever;1096537']Every model in the scenes folder, a.k.a The whooooole shit!
1600x1200, ~900kb
http://i279.photobucket.com/albums/kk15 ... rdr5-2.jpg
Cant wait to fight in the Falklands and kick those Argies outmartov wrote:the "globe hotel" in the falklands, or at least my wip model of it.


Wow, that's some real talent you have.tmnoobage wrote:I havn't modelled any vehicle for a while, so I decided to re-model the Dardo IFV.
Disturbingly **** original (or rather, a remake of the original, in 3ds max trial)
New
Agreed, go for it.[R-DEV]Chuc wrote:If you are interested noobage, we have a lot of things (vehicle related too!) that need to be done![]()
nice work but I see a lot of places which are a potential zfight hazard...tmnoobage wrote:I havn't modelled any vehicle for a while, so I decided to re-model the Dardo IFV.
Disturbingly **** original (or rather, a remake of the original, in 3ds max trial)
New
'[R-DEV wrote:Rhino']You are also going to get a lot of Zfighting around these parts here too since they are soo close together, here I would join them in the model with welded verts and have it all part of the same model to avoid any if your going to have a modelled cage thing, even thou slightly more polys far better than having zfighting ingame.
Now I'm not 100% sure on what would be the best way to do this, maybe some other modellers could chip in here but either you model it like you have so it comes out and it can avoid any Zfighting issues or you do it with a 2 sided plane using alpha textures and bump maps etc.
More potential zfight problems, since these faces are soo close together, behind these hatches etc, there is potential for the faces behind them to clip though etc, epically at a distance and if it dose will look like shit.
now I know Trahn mentioned your VN3 had a load of Zfighting problems on it and I can see a bunch that might happen on this model so here is some reading for you on zfighting:
Z-fighting - Wikipedia, the free encyclopedia
Avoiding Z-Fighting - GameDev.Net Discussion Forums
But ye, as mentioned in them, the best way to stop zfighting from happening is to simply not have faces close together like this. This can be done by simply adding a few extra polys to connect it all. A quick example I will do on these hatches etc.
Here I've just attached the separate objects, then deleted the old faces and welded them all up. Yes its crated a few extra polys but extra polys is FAR better than zfighting errors etc.
Now say if I delete this bit here on the front, you will notice there are no faces behind it that might be able to fight with it.
as you can see just an empty space where you can see the wheel behind it, this is what you should aim to do to have a good model, yes it takes much longer etc but its far better all round for good rendering, it helps with a lot more than just zfighting btw. Not all objects should be done this way and sometimes better off being a separate object for w/e reason but most of the time its best to do it like this.
All these objects too with perhaps the exception of the door frame but I would still do the door frame.
This side door will also have zfighting problems too, epically near the edges where it slants in, that will be a guaranteed zfighting problem there. The door on both sides btw needs fixing.
zfighting problems on these bits too:
zfighting going to happen on the hinge bits of these bits too:
these bits here too are going to have zfighting problems.
I'm just wondering if maybe i can get the AI L115a3 to UV map and texture on my own'[R-CON wrote:exec_4ever;1096537']Every model in the scenes folder, a.k.a The whooooole shit!
1600x1200, ~900kb
http://i279.photobucket.com/albums/kk15 ... rdr5-2.jpg
Thanks Rhino, I appreciate the heads-up. I know boleen is a notorious tool, but there isn't any specific problems created when it's used on a BF2 model, right? My usual way of attatching something is to detatch the plane (boleen can mess up the tri's in unnecessary places), boleen it, and attatch everything together.nice work but I see a lot of places which are a potential zfight hazard...
Z-fighting - Wikipedia, the free encyclopedia
You need to make parts join on fully with surrounding polys so they have no face behind them so they cant zfight though.
Here is some feedback I gave to someone ages ago about there model having zfighting problems which you can learn off I think.

Epic Leakz?!Originally Posted by [R-DEV]Rhino
http://img248.imageshack.us/img248/6891 ... 031102.jpg
I have no idea what your talking about, never heard of any boleen tool...tmnoobage wrote:Thanks Rhino, I appreciate the heads-up. I know boleen is a notorious tool, but there isn't any specific problems created when it's used on a BF2 model, right? My usual way of attatching something is to detatch the plane (boleen can mess up the tri's in unnecessary places), boleen it, and attatch everything together.
It's in fact a Anti-Tank vehicle which Heavy-Z was making but he then left so its on the shelf at the moment, needs a lot of fixing up.Dr2B Rudd wrote:HOLD THE PHONE!
Epic Leakz?!
Chi AA APC varient?
[R-DEV]Rhino wrote:I have no idea what your talking about, never heard of any boleen tool...
I'm talking about having two faces too close together and facing the same way = zfight which happens a lot in BF2 which = very bad.
