[Vehicle] BTR60PB

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lucky.BOY
Posts: 1438
Joined: 2010-03-03 13:25

Re: [Vehicle] BTR60PB

Post by lucky.BOY »

As have been said, Quality wise Broseph's better, but it is too dark, and plain colour would be better.

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

Re: [Vehicle] BTR60PB

Post by samogon100500 »

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Wheels - BTR-80 reskin.MEC texturing will be ended soon.
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samogon100500
Posts: 1134
Joined: 2009-10-22 12:58

Re: [Vehicle] BTR60PB

Post by samogon100500 »

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Textures almost done and scaled down.
LODs tris how is:
0 - 6834(Without wheels)
1 - 5009(Without wheels)
2 - 1135(Without wheels)
3 - 132(With wheels)
Interior - 4417.
ACV version - 7636(If 20 meter antenna put up)
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lucky.BOY
Posts: 1438
Joined: 2010-03-03 13:25

Re: [Vehicle] BTR60PB

Post by lucky.BOY »

I would say that change from LOD1 to LOD2 is too dramatic, especially those missing exhaust pipes will make it really obvious, If you would ask me I would say put another LOD in between, with about 3k tris.

but I might be completely wrong, i have no experience :D
-lucky
samogon100500
Posts: 1134
Joined: 2009-10-22 12:58

Re: [Vehicle] BTR60PB

Post by samogon100500 »

lucky.BOY wrote:I would say that change from LOD1 to LOD2 is too dramatic, especially those missing exhaust pipes will make it really obvious, If you would ask me I would say put another LOD in between, with about 3k tris.

but I might be completely wrong, i have no experience :D
-lucky
This without wheels - wheels on LOD2 ~500tris.Probably good idea to a little pimp lod2.
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Wakain
Posts: 1159
Joined: 2009-11-23 21:58

Re: [Vehicle] BTR60PB

Post by Wakain »

I guess that all that would be needed are very undetailed exhaustpipes and a little more detail on the texture to make lod3 fill in just right
samogon100500
Posts: 1134
Joined: 2009-10-22 12:58

Re: [Vehicle] BTR60PB

Post by samogon100500 »

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lod2 -2115 tris without wheels with wheels it's would be ~2500
I think I put LOD3 my old LOD2.
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karambaitos
Posts: 3788
Joined: 2008-08-02 14:14

Re: [Vehicle] BTR60PB

Post by karambaitos »

maybe you should wait and see what the devs tell you bout dem darr lods
There is only one unforgivable lie That is the lie that says, This is the end, you are the conqueror, you have achieved it and now all that remains is to build walls higher and shelter behind them. Now, the lie says, the world is safe.? The Great Khan.

40k is deep like that.
motherdear
Retired PR Developer
Posts: 2637
Joined: 2007-03-20 14:09

Re: [Vehicle] BTR60PB

Post by motherdear »

Would like them textured properly to start with, instead of just having a piece of noise slapped on...
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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".
samogon100500
Posts: 1134
Joined: 2009-10-22 12:58

Re: [Vehicle] BTR60PB

Post by samogon100500 »

[R-DEV]motherdear wrote:Would like them textured properly to start with, instead of just having a piece of noise slapped on...
Well,what not right yet?Explain please.
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Wakain
Posts: 1159
Joined: 2009-11-23 21:58

Re: [Vehicle] BTR60PB

Post by Wakain »

he means the textures are rather undetailed, "noise" seems to be in this case a sand-coloured filter.
the vehicle could use depth in it's texture, as well as dirt, well everything that makes a texture high-quality and therefore up to pr's standards. if I'm not mistaken, you're not exactly keen on making textures, so you might want to team up with someone who does ;)
ShockUnitBlack
Posts: 2100
Joined: 2010-01-27 20:59

Re: [Vehicle] BTR60PB

Post by ShockUnitBlack »

First thing I'd do is add paint scratches along all the edges of the vehicle. Let some steel show.
"I Want To Spend The Rest Of My Life With You Tonight."
samogon100500
Posts: 1134
Joined: 2009-10-22 12:58

Re: [Vehicle] BTR60PB

Post by samogon100500 »

ShockUnitBlack wrote:First thing I'd do is add paint scratches along all the edges of the vehicle. Let some steel show.
Already done.Possible - they don't visible to much.
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motherdear
Retired PR Developer
Posts: 2637
Joined: 2007-03-20 14:09

Re: [Vehicle] BTR60PB

Post by motherdear »

First get a proper shader for showing the texture to youself.

Xoliul's 3DS Max Viewport Shader - Game Artist Forums

Get a proper 3 light or one light setup.

when setup and textures are loaded then work on your base materials, AO, Shading, Specular, Normals and whatnot until you have a real good texture.

Next-Gen Hard Surface - Racer445 Tutorial

watch, and rewatch, and then watch some more tutorials
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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".
ShockUnitBlack
Posts: 2100
Joined: 2010-01-27 20:59

Re: [Vehicle] BTR60PB

Post by ShockUnitBlack »

Anything further to report on this?
"I Want To Spend The Rest Of My Life With You Tonight."
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