[Vehicle] ASLAV / ASLAV-PC
-
anglomanii
- Posts: 701
- Joined: 2008-12-20 10:38
Re: [Vehicle] ASLAV / ASLAV-PC
you could pretty much do that for almost all the Aussie vehicles, sometimes i swear we look like a mob of gypsies moving camp 
<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
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
-
anglomanii
- Posts: 701
- Joined: 2008-12-20 10:38
Re: [Vehicle] ASLAV / ASLAV-PC
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
spot the tourist, no self respecting aussie drinks that sheep dip. lol
have to be XXXX of VB, hahahhahaha
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
hi guys, just me doing my thing.
well here we go.
SYSTEMS AND ELECTRONICS INC has finished another phase of their
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.
well here we go.
SYSTEMS AND ELECTRONICS INC has finished another phase of their
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."DEVELOPMENT OF MULTISPECTRAL SURVEILLANCE SUITE (MSSS) FOR INTEGRATION INTO ASLAV-S VEHICLE."
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
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?

|TG| MagnumPI : "Well that was a fun march of pwnage."
-
Jestar
- Posts: 7
- Joined: 2010-08-22 13:49
Re: [Vehicle] ASLAV / ASLAV-PC
It seems right to me.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?
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
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
-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.

-
DankE_SPB
- Retired PR Developer
- Posts: 3678
- Joined: 2008-09-30 22:29
Re: [Vehicle] ASLAV / ASLAV-PC
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

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.
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
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

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.
Last edited by DankE_SPB on 2010-09-26 04:11, edited 2 times in total.
[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
Thanks for the comprehensive reply. I will repack it today based on your advice.

-
Hauteclocque
- Retired PR Developer
- Posts: 3312
- Joined: 2008-10-02 17:55
-
Tim270
- PR:BF2 Developer
- Posts: 5166
- Joined: 2009-02-28 20:05
Re: [Vehicle] ASLAV / ASLAV-PC
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
@Hauteclocque, not sure yet

-
DankE_SPB
- Retired PR Developer
- Posts: 3678
- Joined: 2008-09-30 22:29
Re: [Vehicle] ASLAV / ASLAV-PC
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
Z-fighting is noticeable ingame, best example - BTR-60
[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
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.
Pff, Ninja'd by the Russian bear...meh.

-
Tim270
- PR:BF2 Developer
- Posts: 5166
- Joined: 2009-02-28 20:05
Re: [Vehicle] ASLAV / ASLAV-PC
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.

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.


-
DankE_SPB
- Retired PR Developer
- Posts: 3678
- Joined: 2008-09-30 22:29
Re: [Vehicle] ASLAV / ASLAV-PC
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 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.
Check if top-front armour part, on the right side of vehicle has no smoothing errors, look like there is a shading issue there.
Helps to speed up process and somewhat easier to make lods.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?
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.
[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
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
Ok I think I addressed most of the problems.
http://i.imgur.com/WqXkU.jpg
Poly flow is somewhat iffy though.
http://i.imgur.com/WqXkU.jpg
Poly flow is somewhat iffy though.

