[Vehicle] ASLAV / ASLAV-PC

Discussion pertaining to the PR Australian Forces.
Locked
anglomanii
Posts: 701
Joined: 2008-12-20 10:38

Re: [Vehicle] ASLAV / ASLAV-PC

Post by anglomanii »

you could pretty much do that for almost all the Aussie vehicles, sometimes i swear we look like a mob of gypsies moving camp :-o



<22:31:15> "Supahpingi": i was actually mastrubating ferosiosly to mike meyers pictures
Tonnie
Retired PR Developer
Posts: 2014
Joined: 2007-07-31 14:59

Re: [Vehicle] ASLAV / ASLAV-PC

Post by Tonnie »


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
sylent/shooter
Posts: 1963
Joined: 2009-04-10 18:48

Re: [Vehicle] ASLAV / ASLAV-PC

Post by sylent/shooter »

XD this will be fun :D

Killing the enemy sylently
anglomanii
Posts: 701
Joined: 2008-12-20 10:38

Re: [Vehicle] ASLAV / ASLAV-PC

Post by anglomanii »

just dont forget to put a carton of cans under the bench seat.



<22:31:15> "Supahpingi": i was actually mastrubating ferosiosly to mike meyers pictures
anglomanii
Posts: 701
Joined: 2008-12-20 10:38

Re: [Vehicle] ASLAV / ASLAV-PC

Post by anglomanii »

spot the tourist, no self respecting aussie drinks that sheep dip. lol

have to be XXXX of VB, hahahhahaha



<22:31:15> "Supahpingi": i was actually mastrubating ferosiosly to mike meyers pictures
anglomanii
Posts: 701
Joined: 2008-12-20 10:38

Re: [Vehicle] ASLAV / ASLAV-PC

Post by anglomanii »

hi guys, just me doing my thing.

well here we go.
SYSTEMS AND ELECTRONICS INC has finished another phase of their
"DEVELOPMENT OF MULTISPECTRAL SURVEILLANCE SUITE (MSSS) FOR INTEGRATION INTO ASLAV-S VEHICLE."
this unit is supposed to be used to enhance the warfighting capability of ADF ASLAV-S it's still not complete but is being developed in conjunction with a program that 'should' see the new HellfireII Multipurpose missile being mounted to the newly upgraded ASLAV-S.

i don't know too much more, but the program wont be up and ready until 2014 or something..
i haven't seen any pics or have any clue on what it would look like, so consider this a FYI and if your up for some light reading go to the DMO site and trawl.



<22:31:15> "Supahpingi": i was actually mastrubating ferosiosly to mike meyers pictures
Vision_16
Posts: 210
Joined: 2009-05-10 13:03

Re: [Vehicle] ASLAV / ASLAV-PC

Post by Vision_16 »

A little observation, I think it looks like there's too much space between the top of the wheels and the body. Maybe just me though?
Image


|TG| MagnumPI : "Well that was a fun march of pwnage."
Jestar
Posts: 7
Joined: 2010-08-22 13:49

Re: [Vehicle] ASLAV / ASLAV-PC

Post by Jestar »

;-)
Ohais wrote:A little observation, I think it looks like there's too much space between the top of the wheels and the body. Maybe just me though?
It seems right to me.

Can't wait for this Aussie forces to come out.
Tim270
PR:BF2 Developer
Posts: 5166
Joined: 2009-02-28 20:05

Re: [Vehicle] ASLAV / ASLAV-PC

Post by Tim270 »

Not final UVs but getting close I think. Still have a few small parts to add and a lot of small gaps to tweak.

-I think the wheels may need more space?
-Headlights are probably too big?

Going to need some feedback :)

2048x2048 flat sheet

Checker pattern
Last edited by Tim270 on 2010-09-26 01:54, edited 1 time in total.
Image
DankE_SPB
Retired PR Developer
Posts: 3678
Joined: 2008-09-30 22:29

Re: [Vehicle] ASLAV / ASLAV-PC

Post by DankE_SPB »

Not bad, not bad at all :-)

1. Add centre verts to all wheels - they are needed for animation. You can do that easily, by selecting the middle face, then tessellating it, make sure to check "Face" mode - http://img52.imageshack.us/img52/637/05272010223901.jpg
This will give you perfect centred verts, without screwing UVs

2. The hatches and other flat surfaces could really be welded to the main mesh :-( see what Rhino thinks about it and if it could left as it is, but i'm almost sure this will have to be done.

3. General thing you can do, to increase effectiveness of UVs is not to put big rounded shapes into corners/close to the edge. As you can see there is some space left, which hardly can be filled with anything. This is not strict ofc, but should help.
i.e. see how packed the top right corner here, and how much space left in bottom right, far left around circles(some gaps are intentional though, since there was a big possiblity of model additions)
http://img820.imageshack.us/img820/5664/86581278.jpg

another example of very good UV - Kaij's Puma
Image

4. you have a lot of space around, so you can bump all the small elements in size and start fitting them, though try to keep grouping to ease texturers job :-)

5. Might want to increase UV space for wheels, so you could make it much better looking with a good normal map?

6. :!: when you're done with UV and baking AO, weld everything what possible(the overlapped surfaces, sharing same space too). This will help with performance.
Last edited by DankE_SPB on 2010-09-26 04:11, edited 2 times in total.
Image
[R-DEV]Z-trooper: you damn russian bear spy ;P - WWJND?
Tim270
PR:BF2 Developer
Posts: 5166
Joined: 2009-02-28 20:05

Re: [Vehicle] ASLAV / ASLAV-PC

Post by Tim270 »

Thanks for the comprehensive reply. I will repack it today based on your advice.
Image
Hauteclocque
Retired PR Developer
Posts: 3312
Joined: 2008-10-02 17:55

Re: [Vehicle] ASLAV / ASLAV-PC

Post by Hauteclocque »

Nice update. :)

Will you texture it as well ? Or will Tonnie do it ?
Image
Tim270
PR:BF2 Developer
Posts: 5166
Joined: 2009-02-28 20:05

Re: [Vehicle] ASLAV / ASLAV-PC

Post by Tim270 »

So what do you guys think, weld up the hatches before redoing the UVs? I can spot most of the obvious ones to weld like the hatches etc but what about the small bars/rails? are they likely to Z-fight as well?

@Hauteclocque, not sure yet :p
Image
DankE_SPB
Retired PR Developer
Posts: 3678
Joined: 2008-09-30 22:29

Re: [Vehicle] ASLAV / ASLAV-PC

Post by DankE_SPB »

You can leave bars, lights etc. as it is, but weld every big flat surface, which has another surface behind it - all the hatches, other flat extruding.

Z-fighting is noticeable ingame, best example - BTR-60
Image
[R-DEV]Z-trooper: you damn russian bear spy ;P - WWJND?
Hauteclocque
Retired PR Developer
Posts: 3312
Joined: 2008-10-02 17:55

Re: [Vehicle] ASLAV / ASLAV-PC

Post by Hauteclocque »

Don't worry about the bars, all the vehicles I've exported had bars like the ones on this model and it doesn't z-fight in game. ;-)

Pff, Ninja'd by the Russian bear...meh.
Image
Tim270
PR:BF2 Developer
Posts: 5166
Joined: 2009-02-28 20:05

Re: [Vehicle] ASLAV / ASLAV-PC

Post by Tim270 »

Ok I welded up the parts marked red. Anything else on there that needs to be done?

Also a question, poly count permitting, is it not better just to weld most of this up? apart from lower poly count is there any advantages to intersecting/floating geom (for low poly models)?

http://i.imgur.com/Aneg0.jpg

Oh, and just to highlight how much this .max file wants to kill itself lol.

Image
Image
DankE_SPB
Retired PR Developer
Posts: 3678
Joined: 2008-09-30 22:29

Re: [Vehicle] ASLAV / ASLAV-PC

Post by DankE_SPB »

Looks good to me :-)
Check if top-front armour part, on the right side of vehicle has no smoothing errors, look like there is a shading issue there.
Also a question, poly count permitting, is it not better just to weld most of this up? apart from lower poly count is there any advantages to intersecting/floating geom?
Helps to speed up process and somewhat easier to make lods.
Also if there are different modifications of same vehicle, its much easier to make them removing all the unnecessary parts.

http://img829.imageshack.us/img829/4056/aneg0.jpg

few things i spotted:

Green - can weld those? as far as i can tell those surfaces are flat, so this verts add nothing.
Orange - edge needed there, just connect the 2 verts.
Yellow - this thingo could use some refining i think, too small to exactly tell
Light blue - can collapse every second edge, will considerably reduce tris, while maintaining the silhouette.
Last edited by DankE_SPB on 2010-09-27 06:20, edited 2 times in total.
Image
[R-DEV]Z-trooper: you damn russian bear spy ;P - WWJND?
RUSSIAN147
Posts: 109
Joined: 2009-10-17 09:10

Re: [Vehicle] ASLAV / ASLAV-PC

Post by RUSSIAN147 »

Looks good Tonnie as usual mate, keep up the good work. ;)
Tim270
PR:BF2 Developer
Posts: 5166
Joined: 2009-02-28 20:05

Re: [Vehicle] ASLAV / ASLAV-PC

Post by Tim270 »

Ok I think I addressed most of the problems.

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

Poly flow is somewhat iffy though.
Image
Locked

Return to “Australian Forces”