[Vehicle] Fuchs 1A8 [WIP]
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AfterDune
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Rudd
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Hauteclocque
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Re: [Vehicle] Fuchs 1A8 [WIP]
Looks awesome !
Could you please also model the mg mount ?


Also, in what version of 3DSMax do you work ? Could you make the low poly in Max9 ? It will cause a few issues before exporting it to the BF2 Engine otherwise, because we'll need to convert the model to Max9.
Thanks a lot for this masterpiece.
Could you please also model the mg mount ?


Also, in what version of 3DSMax do you work ? Could you make the low poly in Max9 ? It will cause a few issues before exporting it to the BF2 Engine otherwise, because we'll need to convert the model to Max9.
Thanks a lot for this masterpiece.

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Spush
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Re: [Vehicle] Fuchs 1A8 [WIP]
^ this, would definitely save some time.[R-DEV]Hauteclocque wrote:Could you make the low poly in Max9 ? It will cause a few issues before exporting it to the BF2 Engine otherwise, because we'll need to convert the model to Max9.
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Rhino
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Re: [Vehicle] Fuchs 1A8 [WIP]
Looking good, really the only feedback that can be given to the HP model is from how close it is to the real vehicle which I can't help with there but the model looks good for baking 
You should really look at making the low poly model in Max9 as Haute said, with back porting the HP model as best as you can as a ref to work from in Max9 (doesn't need to be perfect, just so you can work around it when you need, low poly model should be started from scratch), then when it comes to baking, just load up your low poly model from max9 to w/e version you using just for the baking bit once the UVs etc are done, do the baking in that then just apply the textures to the low poly model back in max9 and everything is good
[R-DEV]Hauteclocque wrote:Also, in what version of 3DSMax do you work ? Could you make the low poly in Max9 ? It will cause a few issues before exporting it to the BF2 Engine otherwise, because we'll need to convert the model to Max9.
More like it will probably make the difference from the model getting ingame or not.[R-DEV]Spush wrote:^ this, would definitely save some time.
You should really look at making the low poly model in Max9 as Haute said, with back porting the HP model as best as you can as a ref to work from in Max9 (doesn't need to be perfect, just so you can work around it when you need, low poly model should be started from scratch), then when it comes to baking, just load up your low poly model from max9 to w/e version you using just for the baking bit once the UVs etc are done, do the baking in that then just apply the textures to the low poly model back in max9 and everything is good
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Adriaan
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Re: [Vehicle] Fuchs 1A8 [WIP]
Epic work on that high poly, man! 
As said, try and do your low poly in Max 9 for less nuisances.
As said, try and do your low poly in Max 9 for less nuisances.
Last edited by Adriaan on 2013-01-04 12:52, edited 1 time in total.

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Surround
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Re: [Vehicle] Fuchs 1A8 [WIP]
Would it be possible to make the low poly model in newer version and then export it to version 9?
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Rhino
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Re: [Vehicle] Fuchs 1A8 [WIP]
It technically is "possible" yes, but the problem is all the fixing that needs to be done since back porting crates so many errors and your also likely to miss many of the errors the back porting crates. Your far better off working in max9. Like I said, it will most likely mean the difference between your model getting ingame or not.Surround wrote:Would it be possible to make the low poly model in newer version and then export it to version 9?
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Surround
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Re: [Vehicle] Fuchs 1A8 [WIP]
I made some export tests with my older game model from 2012 to v9. The only thing it screwed up was the smoothing groups. I dont find that so bad.
I think ill model my LP in the 2012 to the point where i have to do smoothing groups. So ill do the modelling and uving in the 2012. Then ill export it to 9v and make the smoothing groups and other stuff.
Does that sound like a failure? Or are there any other issues what I just dont know about?
But for now ill jsut model the mg mount
I think ill model my LP in the 2012 to the point where i have to do smoothing groups. So ill do the modelling and uving in the 2012. Then ill export it to 9v and make the smoothing groups and other stuff.
Does that sound like a failure? Or are there any other issues what I just dont know about?
But for now ill jsut model the mg mount
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Hauteclocque
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Re: [Vehicle] Fuchs 1A8 [WIP]
Well, if you do the convertion yourself, I don't see any issue. 
Keep up the good work Surround !
Not a high priority but, do you plan do make the inside of the vehicle as well ?
Keep up the good work Surround !
Not a high priority but, do you plan do make the inside of the vehicle as well ?

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Surround
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Re: [Vehicle] Fuchs 1A8 [WIP]
Not sure about that yet. Can that be done later? Same thing about the cockpit?
But i was thinking of making the atgm (whatever it was) and the mg. If they are needed of course
But i was thinking of making the atgm (whatever it was) and the mg. If they are needed of course
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Hauteclocque
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Amok@ndy
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Re: [Vehicle] Fuchs 1A8 [WIP]
yeah TOW, MG would be cool though we would need an interior, for the driver area aswell as for the passengers areaSurround wrote:Not sure about that yet. Can that be done later? Same thing about the cockpit?
But i was thinking of making the atgm (whatever it was) and the mg. If they are needed of course

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Surround
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Re: [Vehicle] Fuchs 1A8 [WIP]
So, heres this days progress on low poly.
Im making my thesis the same time, so I have this own schedule on this
This week was 3d and next week is 2d. Im making some concept art and studies about my thesis.
Of course im working at the same time when doing all this.
Cya next week!
Im making my thesis the same time, so I have this own schedule on this
This week was 3d and next week is 2d. Im making some concept art and studies about my thesis.
Of course im working at the same time when doing all this.
Cya next week!
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Amok@ndy
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Tim270
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Re: [Vehicle] Fuchs 1A8 [WIP]
I strongly advise doing the low poly in either 9/2012 but make sure you do the smoothing groups/uvs in 9 so you dont have to assign all the smoothing groups again as I assume you know the importance of correct smoothing groups when baking normals.
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Surround
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Re: [Vehicle] Fuchs 1A8 [WIP]
Dont you put it all under the same smoothing group? Thats what I have been doing.
And for the ingame model you make smoothing groups when needed.
And for the ingame model you make smoothing groups when needed.
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Tim270
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Re: [Vehicle] Fuchs 1A8 [WIP]
If you put it all in one smoothing group it wont work with bf2 and you will have seams in the normal map at uv split. Ideally you want to split your uvs where you have a split in smoothing groups.
The smoothing groups are key to having normals display correctly, best thing to do is smoothing groups first then uvs.
What it ultimately comes down to is bf2 is not synced to 3ds max, thus you will get discrepancies in normal display, thus you need to use "hard edges" which means splitting uvs and smoothing group changes so you dont get extreme gradients in the normal map.
The smoothing groups are key to having normals display correctly, best thing to do is smoothing groups first then uvs.
What it ultimately comes down to is bf2 is not synced to 3ds max, thus you will get discrepancies in normal display, thus you need to use "hard edges" which means splitting uvs and smoothing group changes so you dont get extreme gradients in the normal map.
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Surround
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Re: [Vehicle] Fuchs 1A8 [WIP]
So you mean that when baking, one uses already final smoothing groups?
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Tim270
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Re: [Vehicle] Fuchs 1A8 [WIP]
Not exactly, but reassigning after doing a .fbx port is just making needless work to be done. Its more in relation to the uvs, sometimes .fbx or .obj can assign multiple smoothing groups for some reason and like I said, just makes more work than there needs to be.




