[Vehicle] Zastava 900 AK [WIP]

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altfuture
Posts: 72
Joined: 2010-03-25 03:10

Re: Zastava 900 AK

Post by altfuture »

Maybe, I will think about it :)
[R-DEV]Rhino wrote:No chance of this going into .92
Ok, so I don't need to rush ;)
altfuture
Posts: 72
Joined: 2010-03-25 03:10

Re: Zastava 900 AK

Post by altfuture »

Some progress, working on 1p interior. Made seats and the steering wheel. Put those skeletons in to make sure there is enough room for people, and for fun obviously :)

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Hulabi
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Re: Zastava 900 AK

Post by Hulabi »

Looks great! :)
Hauteclocque
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Re: Zastava 900 AK

Post by Hauteclocque »

[R-DEV]Rhino wrote:Its best you delete all the unseen faces because tbh, most exporters can't model for sh*t and if you leave them any modelling to do they tend to screw up the models (no offence guys but its true :p )
:sad:

Since when is it hard to remove polies on a model ... :p

Good progress anyway, I would rather use the vbf2 soldiers (you can import them with the PoE2 tools, type this on google you will quickly find them) to get an idea of their position in the car, but well you will not able to place them exactly like your skeletons. :p
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motherdear
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Re: Zastava 900 AK

Post by motherdear »

[R-CON]Hauteclocque wrote: :sad:

Since when is it hard to remove polies on a model ... :p
you would be amazed haute
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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".
Rhino
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Re: Zastava 900 AK

Post by Rhino »

[R-CON]Hauteclocque wrote: :sad:

Since when is it hard to remove polies on a model ... :p
[R-DEV]motherdear wrote:you would be amazed haute
Ye, you really would be amazed hute if you looked at some models and compare the export scenes to the original seems how many bugs that are in the export scenes where not there before the export :p

Not saying you do it, in fact I aint looked at any of your exports ingame or in max yet but in all likley hood you have screwed up somewhere too. I do it all the time too just I check my working enough to spot the errors and I also know how to fix them where exporters with no/little modelling experience hardly ever spot the errors and if they do can't fix them themselves.

Like for example you attach a new bit to a model and go match materials to material IDs or w/e, then for some reason a unrelated model after that can have its material IDs screwed up after that happens some times, not 100% sure why but it happened around 20 times during my recent exports of the mortars.

[R-CON]Hauteclocque wrote:Good progress anyway, I would rather use the vbf2 soldiers (you can import them with the PoE2 tools, type this on google you will quickly find them) to get an idea of their position in the car, but well you will not able to place them exactly like your skeletons. :p
You can't make the ingame models "sit down" like you can with the max skeleton.
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altfuture
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Re: Zastava 900 AK

Post by altfuture »

Almost ready for texturing ;) Currently has ~9800 triangles altogether.

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H.sta
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Re: Zastava 900 AK

Post by H.sta »

wow this is really good work, when you are done with this project you really should check in with one of the Community Factions, to see if there is anything that needs to be done(trust me, it is)

all ComFacs need modelling help
Rhino
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Re: Zastava 900 AK

Post by Rhino »

Nice, I would touch up on the front seats a little more thou :)

Try chamfering the back edges and maybe add a headrest too + things like that? other than that looking good :)
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altfuture
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Re: Zastava 900 AK

Post by altfuture »

H.sta wrote:wow this is really good work, when you are done with this project you really should check in with one of the Community Factions, to see if there is anything that needs to be done(trust me, it is)

all ComFacs need modelling help
Maybe if I have the time I will! I can't promise now due to upcoming changes in my work place.. but.. who knows, I might move to Prague soon due to work, and in that case I might make a model or two for the Czech faction out of courtesy :p
[R-DEV]Rhino wrote:Nice, I would touch up on the front seats a little more thou :)

Try chamfering the back edges and maybe add a headrest too + things like that? other than that looking good :)
I couldn't really find any good reference of old van seats (especially of Zastava 900 as there are very few images of it on the web), so I took some inspiration from the office chair I have. This chair of mine has a soft coating on the front part and a big wooden board on the back (coated too), but it appears just as hard as the one in the model from the picture above.

Would be very helpful if someone can help me find some seat references. I guess something along these lines: http://www.suburbanseats.com/images/pro ... der_LG.jpg

About headrest, I would avoid that as it was considered a luxurious/rare piece on this vehicle. Hmm, what else could be there?
Rhino
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Re: Zastava 900 AK

Post by Rhino »

altfuture wrote:About headrest, I would avoid that as it was considered a luxurious/rare piece on this vehicle. Hmm, what else could be there?
Its more something that stops you braking your neck in a crash if your thrown back fast :p
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altfuture
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Re: Zastava 900 AK

Post by altfuture »

Further progress:

Interior is basically complete, from what I can tell only the rear view mirror is left to do. Might add the headrest too. On the exterior the bottom still needs to be done.

9770 triangles in total (int+ext).

Can't wait to start the texture :)

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Last edited by altfuture on 2010-08-13 11:32, edited 1 time in total.
Dougalachi
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Re: Zastava 900 AK

Post by Dougalachi »

It looks great! You could make the pedals and an interior light if you want.

Also, the unconventional forces really need some more vehicles. Have you thought about other civilian vehicle projects?
Hauteclocque
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Re: Zastava 900 AK

Post by Hauteclocque »

Looking good :)

But, I see a box on the top right of one of the screens, you're not using 3DSMAX 9 but a more modern version, are you ? :mrgreen:
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altfuture
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Re: Zastava 900 AK

Post by altfuture »

Dougalachi wrote:It looks great! You could make the pedals and an interior light if you want.
Ah yes thanks, and also the handbrake.
Also, the unconventional forces really need some more vehicles. Have you thought about other civilian vehicle projects?
I have :D Also have ideas for some military equipment but I'll leave it for later. I was thinking of making this next (link1, link2), but first I must make sure it is reasonable to have it in the game. Advice about buses in BF2 would be appreciated.
Dougalachi
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Re: Zastava 900 AK

Post by Dougalachi »

What kind of advice? A bus would be awesome in my opinion. Seeing a bus drive by with 7 insurgents shooting AKs and RPGs out of the windows would make for such a great scene. If you made the inside of the bus able to be walked around, so that insurgents could hide down on the floor inside, that would be so amazing.

OR A HOSTAGE SITUATION ON A BUS WITH CIVIS!!! Think "Speed", but in a 3rd world country, and without Keanu Reeves. Also, with more guns and in a videogame, but I think you get the idea.
altfuture
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Re: Zastava 900 AK

Post by altfuture »

Dunno, I wouldn't like bus to be a moving fortress. That is why I ask, like, if someone already tried making a bus and it proved not that good gameplay-wise, or from the technical point of view, or something. I only ask because I'm surprised that there is no bus already. :)

Looking at it from the practical point of view, civilian car is much more efficient than a bus. It has 6 positions, it's smaller, it's faster and has firing positions.. so, I'm undecided yet.

In my mind, the bus would have maximum number of positions (8?), and no firing possibility. It would be practically the equivalent of the transport truck in conventional forces. It would especially fit some big maps with roads as a main transporting vehicle.

Having that said, if having firing positions on a bus proves to be a good way to go, I have nothing against having it as a moving fortress.
altfuture
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Re: Zastava 900 AK

Post by altfuture »

[R-CON]Hauteclocque wrote:Looking good :)

But, I see a box on the top right of one of the screens, you're not using 3DSMAX 9 but a more modern version, are you ? :mrgreen:
Sorry, I didn't notice your post. Yep, version 2010 :)
Rudd
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Re: Zastava 900 AK

Post by Rudd »

would be great to hve a rear mounted mg haha

I'm loving the look

http://i196.photobucket.com/albums/aa39 ... wip_21.png

I was wondering ^ are details under the steering wheel etc required? no one is going to see them? at least not in 1p
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Rhino
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Re: Zastava 900 AK

Post by Rhino »

'[R-DEV wrote:Rudd;1413931']would be great to hve a rear mounted mg haha

I'm loving the look

http://i196.photobucket.com/albums/aa39 ... wip_21.png

I was wondering ^ are details under the steering wheel etc required? no one is going to see them? at least not in 1p
http://i196.photobucket.com/albums/aa39 ... wip_20.png

Going by that pic you can see them if you look down but only for 1p so nothing huge, can always remove unseen faces but also gotta remember about the rear passengers POV too so deleting faces gets a little tough when dealing with multiple POVs, even with a single one its not so easy hehe.
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