[Vehicle] BTR60PB

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spawncaptain
Posts: 466
Joined: 2009-05-22 20:11

Re: [Vehicle] BTR60PB

Post by spawncaptain »

samogon100500 wrote:Will be nice to put shovel and hammer at sides.
Anyone got suggestions about interior?
I got no idea how easy this is to achieve since I'm not into modelling and an MA or maybe you would have to confirm this. You could put some ammo boxes in (would be NATO caliber for MEC though) and maybe one or two RPG-26s.
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samogon100500
Posts: 1134
Joined: 2009-10-22 12:58

Re: [Vehicle] BTR60PB

Post by samogon100500 »

spawncaptain wrote:I got no idea how easy this is to achieve since I'm not into modelling and an MA or maybe you would have to confirm this. You could put some ammo boxes in (would be NATO caliber for MEC though) and maybe one or two RPG-26s.
Ammo boxes already stays near sides walls above wheels(Don't know how called this place in english).
Also:
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BRDM-2 with smooth groups.Am requests Nosferatu to check all my project.How am must much time to unvrap UVs at BRDM-2 chassis and BTR-60 interior.
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dtacs
Posts: 5512
Joined: 2008-12-07 23:30

Re: [Vehicle] BTR60PB

Post by dtacs »

Samogon he means small ammo boxes like the ones that you can re-arm off. Something like this,

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samogon100500
Posts: 1134
Joined: 2009-10-22 12:58

Re: [Vehicle] BTR60PB

Post by samogon100500 »

dtacs wrote:Samogon he means small ammo boxes like the ones that you can re-arm off. Something like this,

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I know.But it's .50 cal box.14.5 round much bigger.
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and for PKT.
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It should be have 10 ammo boxes(50 rounds each) with 14.5 rounds near gunner seat(At 1 sidewall),and 8 ammo boxes(250 rounds each) with 7.62 rounds(at second side wall).
Last edited by samogon100500 on 2011-03-17 10:59, edited 2 times in total.
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samogon100500
Posts: 1134
Joined: 2009-10-22 12:58

Re: [Vehicle] BTR60PB

Post by samogon100500 »

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More detailed Ammo boxes.Triangles count up to 6000 tris how.
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Wakain
Posts: 1159
Joined: 2009-11-23 21:58

Re: [Vehicle] BTR60PB

Post by Wakain »

I notice in the last pic that several ammo boxes have details facing the sides, to save tri's you might want to make several ammo boxes into one model. (shouldn't matter much, but as an owner of an intermediately powered computer I'm interested in every tri less ;) )

looking good overall, I notice the the increased detail most on the brdm. I hope the textures eventually will be swell as well :)
ShockUnitBlack
Posts: 2100
Joined: 2010-01-27 20:59

Re: [Vehicle] BTR60PB

Post by ShockUnitBlack »

Agree with above post. Might be useful to have some ammo box statics too (thing as you've got the model).
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samogon100500
Posts: 1134
Joined: 2009-10-22 12:58

Re: [Vehicle] BTR60PB

Post by samogon100500 »

Wakain wrote:I notice in the last pic that several ammo boxes have details facing the sides, to save tri's you might want to make several ammo boxes into one model. (shouldn't matter much, but as an owner of an intermediately powered computer I'm interested in every tri less ;) )

looking good overall, I notice the the increased detail most on the brdm. I hope the textures eventually will be swell as well :)
Remove invisible sides should be helpful,but it's not time for that cuz all ammo boxes under instance mode(Change 1 = change all),i will make UV of boxes before attach to main body.
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samogon100500
Posts: 1134
Joined: 2009-10-22 12:58

Re: [Vehicle] BTR60PB

Post by samogon100500 »

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So,any one got any suggestions about interior how?
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Mehta
Posts: 24
Joined: 2009-02-22 19:42

Re: [Vehicle] BTR60PB

Post by Mehta »

Can we have some wireframes?
Wakain
Posts: 1159
Joined: 2009-11-23 21:58

Re: [Vehicle] BTR60PB

Post by Wakain »

I like the detailed cabin, this should make long journeys to the front more interesting ;)
samogon100500
Posts: 1134
Joined: 2009-10-22 12:58

Re: [Vehicle] BTR60PB

Post by samogon100500 »

Mehta wrote:Can we have some wireframes?
Sure.
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Bag quality,if needed - I can renderer needed area.
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samogon100500
Posts: 1134
Joined: 2009-10-22 12:58

Re: [Vehicle] BTR60PB

Post by samogon100500 »

Interior updated.
How they got 4593 tris(around invisible 3000 tris removed.)
30% of UV mapping done(interior).
Same with BRDM-2 UV map.
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spawncaptain
Posts: 466
Joined: 2009-05-22 20:11

Re: [Vehicle] BTR60PB

Post by spawncaptain »

Really nice interior, looks awesome.
User Ubaydah: "I used to play Call of Duty a lot and Battlefield 3. I am really good at those games 10th prestige, High K/d., I can kill people easily, etc. But on PR, for me, to be honest, I kind of suck."

User Not_able_to_kill: "Frontliner, you like evil man who comes to family house during christmas, takes out tree because it's too happy, so they can be just as sad as you"
samogon100500
Posts: 1134
Joined: 2009-10-22 12:58

Re: [Vehicle] BTR60PB

Post by samogon100500 »

Interior UVs.
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samogon100500
Posts: 1134
Joined: 2009-10-22 12:58

Re: [Vehicle] BTR60PB

Post by samogon100500 »

Am back.UVs done,good time to start (re)making textures.
So someone will see same textures with BMP2M
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Some renderers.
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sylent/shooter
Posts: 1963
Joined: 2009-04-10 18:48

Re: [Vehicle] BTR60PB

Post by sylent/shooter »

Whats up with the wheels? :) Other than that I think it looks pretty good

Killing the enemy sylently
samogon100500
Posts: 1134
Joined: 2009-10-22 12:58

Re: [Vehicle] BTR60PB

Post by samogon100500 »

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:? ??:
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Element-X_IV
Posts: 134
Joined: 2009-07-05 00:24

Re: [Vehicle] BTR60PB

Post by Element-X_IV »

Lookin good.
Maybe once you ACTUALLY finish this you could make a new LAV-25 model, thats something that PR needs.
Stiller_001
Posts: 101
Joined: 2008-10-14 07:22

Re: [Vehicle] BTR60PB

Post by Stiller_001 »

Element-X_IV wrote:Lookin good.
Maybe once you ACTUALLY finish this you could make a new LAV-25 model, thats something that PR needs.
That is already being worked on i believe
https://www.realitymod.com/forum/f206-australian-forces/41998-vehicle-aslav-aslav-pc-23.html
The aslav is a lav-25
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