[WIP] [Vehicle] [UAF] T-64BV MBT
- Mineral
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Re: [WIP] [Vehicle] [UAF] T-64BV MBT
You can attempt UV'ing the main model already in the mean time though? UV is very important is what many pretty models strand on 
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w0lf3k
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Re: [WIP] [Vehicle] [UAF] T-64BV MBT
I'm thinking about making true high poly model. From this model i'll make LP with cool details 
Anyway i dont know yet how to make maps(uw, normal one, for scrap metal simulation, shining etc, dont know proper names
).
Anyway i dont know yet how to make maps(uw, normal one, for scrap metal simulation, shining etc, dont know proper names
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Ratface
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Re: [WIP] [Vehicle] [UAF] T-64BV MBT
Hey man. Gonna be a while before my tutorial comes out, waiting for a current tank I've made to be debugged before I do the vehicle I'm doing the tutorial on.
However, my tutorial (when it comes to track modelling) will pretty much be re-iterating this tutorial I found. I think I posted it a while back. Let me know what I can help with for now until my tutorial comes out and I'll see what I can do
https://web.archive.org/web/20090531165 ... ax_tut.htm
However, my tutorial (when it comes to track modelling) will pretty much be re-iterating this tutorial I found. I think I posted it a while back. Let me know what I can help with for now until my tutorial comes out and I'll see what I can do
https://web.archive.org/web/20090531165 ... ax_tut.htm
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w0lf3k
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Re: [WIP] [Vehicle] [UAF] T-64BV MBT
I found dis. Chrismas today? :3
https://www.youtube.com/watch?v=jxKyMaG ... tml5=False
https://www.youtube.com/watch?v=jxKyMaG ... tml5=False
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X-Alt
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Re: [WIP] [Vehicle] [UAF] T-64BV MBT
Dude just steals stuff.w0lf3k wrote:I found dis. Chrismas today? :3
https://www.youtube.com/watch?v=jxKyMaG ... tml5=False
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w0lf3k
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Re: [WIP] [Vehicle] [UAF] T-64BV MBT
But still can export any vehicle
And i cant 
btw i'm on unwrap stage
btw i'm on unwrap stage
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w0lf3k
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Re: [WIP] [Vehicle] [UAF] T-64BV MBT

Feedback pls.
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rPoXoTauJIo
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Re: [WIP] [Vehicle] [UAF] T-64BV MBT
Inb4 rhino "ughhhhhh but but but uv space wasted much" 

assetruler69: I've seen things you smurfs wouldn't believe. Apaches on the Kashan. I watched burned down tank hulls after the launch of the single TOW. All those moments will be lost in time, like tears in rain.
Time to give up and respawn.
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w0lf3k
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Re: [WIP] [Vehicle] [UAF] T-64BV MBT
UV space will be filled by tracks and scaled details. i just need to know what must be big and what not etc.
- Mineral
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Re: [WIP] [Vehicle] [UAF] T-64BV MBT
Tracks come from the track pallets(either our common one or a new one), they don't go on the vehicle's UV.
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w0lf3k
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Re: [WIP] [Vehicle] [UAF] T-64BV MBT
Exported UV from 3ds 2017

Also some screens of enchanced model:



P.S. This is T64B. Armor for BV and BM WIP.

Also some screens of enchanced model:



P.S. This is T64B. Armor for BV and BM WIP.
Last edited by w0lf3k on 2016-04-28 15:14, edited 1 time in total.
- Mr.VdHeide
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Re: [WIP] [Vehicle] [UAF] T-64BV MBT
Looks cool!
But the sprocket looks weird. The tracks are currently hovering around it which obviously something that is not okay.
Also when comparing your photo's with this one for instance there are some thins I notice:
- The pipe which is attached to the turret should first of all get some smoothing groups. In addition you could just add a few more sides to it to make it look a little more round.
- The turret could use some chamfering on its edges to make it look less angular. This will really not cost you a lot of tri's but it will make this model look much better. Even though the armor will partially camouflage this.
- The cable / Tube thing needs smoothing and maybe some chamfering to make it look less angular.
- The handgrips on top of the storage boxes on the left side of the vehicle need smoothing.
I cant really give you any feedback on the UV.
Keep up the good work!
Dj.
But the sprocket looks weird. The tracks are currently hovering around it which obviously something that is not okay.
Also when comparing your photo's with this one for instance there are some thins I notice:
- The pipe which is attached to the turret should first of all get some smoothing groups. In addition you could just add a few more sides to it to make it look a little more round.
- The turret could use some chamfering on its edges to make it look less angular. This will really not cost you a lot of tri's but it will make this model look much better. Even though the armor will partially camouflage this.
- The cable / Tube thing needs smoothing and maybe some chamfering to make it look less angular.
- The handgrips on top of the storage boxes on the left side of the vehicle need smoothing.
I cant really give you any feedback on the UV.
Keep up the good work!
Dj.

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w0lf3k
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Re: [WIP] [Vehicle] [UAF] T-64BV MBT
New skirt.




- Mr.VdHeide
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w0lf3k
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Re: [WIP] [Vehicle] [UAF] T-64BV MBT
Kontakt.






p.s. in LODs i'm trust
Its BV. BM WIP(will be lighter in tris count -> no blocks).






p.s. in LODs i'm trust
Last edited by w0lf3k on 2016-05-13 10:54, edited 1 time in total.
- Mr.VdHeide
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- Mineral
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Re: [WIP] [Vehicle] [UAF] T-64BV MBT
Looking good
Not many people around that can give you advice anymore on UV. But I got one thing:

Try applying a texture like that and make sure that nothing is stretched, that everything has enough detail etc . A texture like that should help.

Try applying a texture like that and make sure that nothing is stretched, that everything has enough detail etc . A texture like that should help.
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w0lf3k
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Re: [WIP] [Vehicle] [UAF] T-64BV MBT
Looks fine. T64B actually ready to export&texturing. So i need tutorials about dat. I cant even paint my tonk 
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Ratface
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Re: [WIP] [Vehicle] [UAF] T-64BV MBT
Nice work! I currently don't have a good ETA on the tutorial (been busy/exhausted lately and it makes it hard to force myself to write a good tut
) but take a look at this tutorial. It's the one I've used to get my first tank exported.
Exporting a Tank for BF2/2142 - Battlefield SinglePlayer Forum
Few things to note that I did differently:
Instead of my road wheels (the ones inbetween the main turn wheels in the front/back) being springs and animating them through animated UVs, they are rotational bundles that I exported separate. So I also have a left/right road wheel export that I later child to the springs of the main tank in the editor.
The springs are going to be pyramid primitives in max. Don't turn them into anything else once you've placed them, they should stay primitives and then named correctly. Place them where the center of your wheels would be.
When you go to set up the deformation stuff for the tracks, make sure you zero out ALL verts first and there should be a button on the right that says something along the lines of "remove 0 verts" or something...I'd have to look, currently at work and not near max. Otherwise when you export, your springs might affect other verts instead of just your tracks regardless if they had a value or not. You'll see what I mean when you get to that point.
Let me know if you have more questions!
Exporting a Tank for BF2/2142 - Battlefield SinglePlayer Forum
Few things to note that I did differently:
Instead of my road wheels (the ones inbetween the main turn wheels in the front/back) being springs and animating them through animated UVs, they are rotational bundles that I exported separate. So I also have a left/right road wheel export that I later child to the springs of the main tank in the editor.
The springs are going to be pyramid primitives in max. Don't turn them into anything else once you've placed them, they should stay primitives and then named correctly. Place them where the center of your wheels would be.
When you go to set up the deformation stuff for the tracks, make sure you zero out ALL verts first and there should be a button on the right that says something along the lines of "remove 0 verts" or something...I'd have to look, currently at work and not near max. Otherwise when you export, your springs might affect other verts instead of just your tracks regardless if they had a value or not. You'll see what I mean when you get to that point.
Let me know if you have more questions!
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w0lf3k
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