[Vehicle] Fuchs 1A8 [WIP]

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Surround
Posts: 609
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Re: [Vehicle] Fuchs 1A8 [WIP]

Post by Surround »

OKay, crew part pretty much done. Rest will be done with textures.

I think all the parts are pretty much modeled except optimizing :)
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Amok@ndy
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Re: [Vehicle] Fuchs 1A8 [WIP]

Post by Amok@ndy »

looking sweet, though can you show me a ref with the supports, havent noticed them yet on refs
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Surround
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Re: [Vehicle] Fuchs 1A8 [WIP]

Post by Surround »

I presume that this interior is from the version im making. Its pretty hard to model these inside stuff because there isnt any blueprints and almost makign this stuff fro mmy head :D

But... I like them :) I think they are visually pretty cool. Of course i still have to check scale and stuff.
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Amok@ndy
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Re: [Vehicle] Fuchs 1A8 [WIP]

Post by Amok@ndy »

uh sorry was tired this morning and in your render it looked for me like those belts were like quarters.

nvm looking good
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Surround
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Re: [Vehicle] Fuchs 1A8 [WIP]

Post by Surround »

Im tired too :D

Ill actually upload a brighter version because it was pretty dark. I dont know whats wrong with my photosop. It darkens everything what i do. Even if i just copy crop printscreen o_0


I will now start optimizing the model! So if you have any small detail ideas what needs to be doen or added, now is the final time to say it. Ill post tomorrow evening bunch of images from many directions.
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Surround
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Re: [Vehicle] Fuchs 1A8 [WIP]

Post by Surround »

Okay, i managed to take away 9000 tris.

Atm the exterior is 11 820 tris and the 3rd person cabin isnt counted in.

I know that I have to get rid off about 2-3k tris more of the hull part. Any ideas where to optimize. I really tried to keep all the details, but I have a feeling I have to get rid of something. Any ideas?

I added pictures of the 1st person view of the cabin and crew area. Dont mind the symmetry edge loop in the middle of the model. Btw, whats the tricount for the 1st person stuff?
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Surround
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Re: [Vehicle] Fuchs 1A8 [WIP]

Post by Surround »

More pictures of the optimization part
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Surround
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Re: [Vehicle] Fuchs 1A8 [WIP]

Post by Surround »

And even moar pics
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Kovanaama
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Re: [Vehicle] Fuchs 1A8 [WIP]

Post by Kovanaama »

Holy shit balls! That is amazing!

FDF Looking for Modellers, Mappers, Textureartists and Exporters! #fdfpr @ QuakeNet orPM Hulabi
lucky.BOY
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Re: [Vehicle] Fuchs 1A8 [WIP]

Post by lucky.BOY »

If you have to start deleting things to get the tris count down, i would start by deleting these handles on top of the hull, they will be rarely seen and they seem likely to give you a bunch of tris. You might also look into simplifying the bottom of the vehicle, another part that wont be seen too much. You might lose some trsi on welding the 3p cabin into the main hull, but that probably wont be anything significant. Another thing you might bet away with simplifying are side mirrors, might could still look alright with a bit less tris.
Amok@ndy
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Re: [Vehicle] Fuchs 1A8 [WIP]

Post by Amok@ndy »

hey surround you are making me really happy, this model looks really awesome :)

could you send the .max file to me ?

there are a few things i noticed that could be optimized ill ask one of our modelers to provide feedback :)

cheers @ndy
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Tim270
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Re: [Vehicle] Fuchs 1A8 [WIP]

Post by Tim270 »

How much is the 3rd person cabin? I mean honestly there are a few bits, like the steps on the side doors, handles on the roof/cabin could be cut and some tris saved on the suspension but honestly, at this point I would say it is perfectly acceptable as there are no real wasted tris and you need them for the geometry that we cant just normal map in. I would say shave about 1k off and you are fine.

There will be quite a few problems with z-fighting though :\

The 1p cabin of the panther for example is about 7.5k tris so around that figure.
Surround
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Re: [Vehicle] Fuchs 1A8 [WIP]

Post by Surround »

Those interiors were like 1p. Actually, i can add stuff to them :D
Surround
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Re: [Vehicle] Fuchs 1A8 [WIP]

Post by Surround »

Without cabin, i managed to drop the tricount to 10 984. After this i really have to cut details with big hand.

Making lods isnt that hard for me, i can make them pretty well and i know where i can cut tris. Tomorrow is probably the last day that I will optimize the lod0 of the hull. I really must proceed with this project if i want to graduate :D

So feedback if possible would be nice!
Surround
Posts: 609
Joined: 2006-12-10 23:49

Re: [Vehicle] Fuchs 1A8 [WIP]

Post by Surround »

Sorry to spam so often.

Currently I have only 4 weeks left to finish this apc. Then I have to show my final thesis at the school. So Im in a little hurry now :D And I also have to write 20 page essay of this.

I managed to optimize more. 9994! Im pretty satisfied. Lots of unnecessary tris were killed but the overall quality is good.

But I really have to continue now and start making smoothing groups and unwrapping.
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lucky.BOY
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Re: [Vehicle] Fuchs 1A8 [WIP]

Post by lucky.BOY »

Looking great! Dont worry about spamming, your models are pleasure to look on :)
Amok@ndy
Retired PR Developer
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Re: [Vehicle] Fuchs 1A8 [WIP]

Post by Amok@ndy »

poly count sounds good, wait for adriaans feedback and everything should be fine
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Spush
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Re: [Vehicle] Fuchs 1A8 [WIP]

Post by Spush »

Nice nice, great work there surround.
Rhino
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Re: [Vehicle] Fuchs 1A8 [WIP]

Post by Rhino »

Looks good, would however model all the possible turrets before starting to UV it, although if you make multiple turret options, UV each turret + any other extras with that version onto its own sheet and UV the common body/parts onto its own sheet too so that way, don't need to load the textures for any turret that isn't used on that map :)
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Amok@ndy
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Re: [Vehicle] Fuchs 1A8 [WIP]

Post by Amok@ndy »

yeah that would be the best option. leave every turret on its own sheet if possible surround.

cheers @ndy
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