[Vehicle]Armored SUV Toyota B6 [WIP]

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Mineral
Retired PR Developer
Posts: 8534
Joined: 2012-01-02 12:37
Location: Belgium

Re: [Vehicle]Armored SUV Toyota B6 [WIP]

Post by Mineral »

Way to much dirt, but I guess you knew that :D Don't forget a 'high' poly interior model for the passengers/drivers with a higher res texture then the 3p.

geom0:
passengers and drivers geometry only, separate texture(preferably doesn't use 3p textures) (high quality stuff)
geom1:
3p geometry. Doesn't use the interior high res texture.
geom2:
wreck geometry: uses 3p textures.

I think the best example in PR is the technical for the model setup.
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Insanitypays
PR:BF2 Developer
Posts: 753
Joined: 2009-06-13 09:23

Re: [Vehicle]Armored SUV Toyota B6 [WIP]

Post by Insanitypays »

lucky.BOY wrote:How many tris is the model atm?

Can we see the UVW layout?

YOur door handles will z-fight if you leave them like this, I would weld them into the doors, possibly model those depressions as well (you can get rid of them on LODs)
z-fight? What's that? I'll consider going back and fixing all this stuff. I already need to put a lower poly steering wheel + interior stuff, so I may as well repair the rest.

Here's the UV:
Image

And the WIP textures:
Image
[R-DEV]Mineral wrote:Way to much dirt, but I guess you knew that :D Don't forget a 'high' poly interior model for the passengers/drivers with a higher res texture then the 3p.

geom0:
passengers and drivers geometry only, separate texture(preferably doesn't use 3p textures) (high quality stuff)
geom1:
3p geometry. Doesn't use the interior high res texture.
geom2:
wreck geometry: uses 3p textures.

I think the best example in PR is the technical for the model setup.
The dirt will be faded down a bit
I'll keep LODs in mind. Looks like I'll have to redo much of the interior.

"Go to Heaven for the climate, Hell for the company." -Mark Twain
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Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: [Vehicle]Armored SUV Toyota B6 [WIP]

Post by Rhino »

That's a lot of wasted space and hardly any stitching... Getting your UV right is really important to getting your model looking as good as possible as well as optimized as possible.

I would also recommend you UV your glass and any other transparent materials to their own sheet, will save on memory.
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matty1053
Posts: 2007
Joined: 2013-07-03 00:17

Re: [Vehicle]Armored SUV Toyota B6 [WIP]

Post by matty1053 »

This would be perfect on a VIP Game mode.

But looks sick
DETROIT TIGERS
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Insanitypays
PR:BF2 Developer
Posts: 753
Joined: 2009-06-13 09:23

Re: [Vehicle]Armored SUV Toyota B6 [WIP]

Post by Insanitypays »

[R-DEV]Rhino wrote:That's a lot of wasted space and hardly any stitching... Getting your UV right is really important to getting your model looking as good as possible as well as optimized as possible.

I would also recommend you UV your glass and any other transparent materials to their own sheet, will save on memory.
I'll look into that as well then.

I'm not sure which parts of the UV 'll be able to stitch without getting further distortions on the texture, but I'll see what I can do.
I've found a few problems with my refs too, so I'm going back ~200 saves and fixing a bunch of stuff before UVing the model all over again...
I rushed a lot of areas and I think I should go back and take my time


Forgot to mention: the model is 3,844 tris. I converted it to a patch when I saved it as an obj so that 'polycount' is accurate.

"Go to Heaven for the climate, Hell for the company." -Mark Twain
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Amok@ndy
Retired PR Developer
Posts: 5144
Joined: 2008-11-27 22:13

Re: [Vehicle]Armored SUV Toyota B6 [WIP]

Post by Amok@ndy »

do you have some ref pictures of the bumper ? it looks a lil bit strange
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Insanitypays
PR:BF2 Developer
Posts: 753
Joined: 2009-06-13 09:23

Re: [Vehicle]Armored SUV Toyota B6 [WIP]

Post by Insanitypays »

[R-DEV]Amok@ndy wrote:do you have some ref pictures of the bumper ? it looks a lil bit strange
I did but I can't seem to find them now. You'll have to take my word for it I guess. I've found some new higher res reference pics that I'll be working off of that will look a bit different/

I've reached the point where I think it would actually be more efficient if I restart the model. It will probably take longer, but I'm still in the process of learning- i guess this is to be expected.

"Go to Heaven for the climate, Hell for the company." -Mark Twain
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