[Faction Concept] IS force (daesh, TROSI etc)
- Mats391
- PR:BF2 Lead Developer
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Re: [Faction Concept] IS force (daesh, TROSI etc)
We have UAV w/o thermals that is currently only used by Militia

Mineral: TIL that Wire-guided missiles actually use wire
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Mully
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Re: [Faction Concept] IS force (daesh, TROSI etc)
What's up Darwin? I thought you quit.CaptMiller wrote:it is possible to give a fraction of the ability to use the drones ? because they really use it, just make it without thermal vision
- Mineral
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CaptMiller
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Re: [Faction Concept] IS force (daesh, TROSI etc)
LoL I would like to use this ZIS-3 Cannon, may be will require to delete some parts and make new UV, but it is not problem




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LiamNL
- Posts: 585
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Re: [Faction Concept] IS force (daesh, TROSI etc)
Think the ZIS might better fit on the Ural. Also do you have a source on the ZIS gun being in use in the Syria conflict?
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simeon5541
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Re: [Faction Concept] IS force (daesh, TROSI etc)
I think they use zat gun.
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CaptMiller
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Re: [Faction Concept] IS force (daesh, TROSI etc)
Hello, can I use supressor on AKM like on this picture ? I know it is really rare stuff, so I can make it only for most rare kit like spotter or rifleman AP(ofcourse make it without optic scope)


Last edited by CaptMiller on 2016-09-17 02:22, edited 1 time in total.
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LiamNL
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Re: [Faction Concept] IS force (daesh, TROSI etc)
Supressors in general are a bad idea, look how it went when the Dutch forces were introduced with the surpressed breacher. You'll have that and more if you give some ak the same treatment on a special kit.
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CaptMiller
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Re: [Faction Concept] IS force (daesh, TROSI etc)
Only 2 spotters per team it is not much, breacher It is more often kit.LiamNL wrote:Supressors in general are a bad idea, look how it went when the Dutch forces were introduced with the surpressed breacher. You'll have that and more if you give some ak the same treatment on a special kit.
- Mats391
- PR:BF2 Lead Developer
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Re: [Faction Concept] IS force (daesh, TROSI etc)
Suppressor add nothing to the game other than looking tacticool. I wouldnt waste time on adding one to the AKM.

Mineral: TIL that Wire-guided missiles actually use wire
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CaptMiller
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Re: [Faction Concept] IS force (daesh, TROSI etc)
I not for the first time see the supressor on AKM[R-DEV]Mats391 wrote:Suppressor add nothing to the game other than looking tacticool. I wouldnt waste time on adding one to the AKM.
on by visual, it will be necessary to add a sound, it is not a problem.
I shouldn't do UV for AKM ? I will just make separately the supressor, is it possible ?
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CaptMiller
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Re: [Faction Concept] IS force (daesh, TROSI etc)
is_truck_hd35 (hyundai hd35)
My first expirience with backing
Normal Map

there are some problems or and has to be? These strange sites why have appeared also what with them to do?





LowPoly WireFrame


salon of a cabin (I didn't seek to create the exact copy)

LowPoly with Normal Map(render)


Tricount reduced by backing from 9.6k to 6.4k(sum 3.2k)

My first expirience with backing
Normal Map

there are some problems or and has to be? These strange sites why have appeared also what with them to do?





LowPoly WireFrame


salon of a cabin (I didn't seek to create the exact copy)

LowPoly with Normal Map(render)


Tricount reduced by backing from 9.6k to 6.4k(sum 3.2k)

Last edited by CaptMiller on 2016-09-19 06:55, edited 1 time in total.
- Mineral
- Retired PR Developer
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Re: [Faction Concept] IS force (daesh, TROSI etc)
Nice work!. I think it might have to do with smoothening groups or overlapping UV's. Can't think of anything else that might cause it.
Not the greatest UV though. You waste so much space while at the same time have rather little padding room between certain parts.
Not the greatest UV though. You waste so much space while at the same time have rather little padding room between certain parts.
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Rhino
- Retired PR Developer
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Re: [Faction Concept] IS force (daesh, TROSI etc)
The model your baking from isn't a proper high poly model that's fit for baking, so it's really not worth it tbh, just going to create more errors.
Your UV needs a lot of work too, a lot of things in different proportions, they should all be around the same scale with the odd exception to things that are hardly not seen, being much smaller (like the underside of the truck) and things that can benefit from more detail, like the wheels, should ideally have a slightly bigger pixel ratio, w/e extra you can spare really, but in yours, your wheel UVs are tiny, and around the same size as the steering wheel which is a much smaller part, and hardly seen from 3rd person...
Your UV needs a lot of work too, a lot of things in different proportions, they should all be around the same scale with the odd exception to things that are hardly not seen, being much smaller (like the underside of the truck) and things that can benefit from more detail, like the wheels, should ideally have a slightly bigger pixel ratio, w/e extra you can spare really, but in yours, your wheel UVs are tiny, and around the same size as the steering wheel which is a much smaller part, and hardly seen from 3rd person...
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CaptMiller
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Re: [Faction Concept] IS force (daesh, TROSI etc)
ok, thx for feedback, will try to fix it.
I dont know why but chamfer modifier dont works in 3dsmax 9
also I didnt used Turboswooth to main parts of model, cuz it created proplems but didn't improve visual, so yes all difference between lowpoly and highpoly in more simplified wheels, headlights and the fuel tank.
I dont know why but chamfer modifier dont works in 3dsmax 9
also I didnt used Turboswooth to main parts of model, cuz it created proplems but didn't improve visual, so yes all difference between lowpoly and highpoly in more simplified wheels, headlights and the fuel tank.
Last edited by CaptMiller on 2016-09-19 11:06, edited 1 time in total.
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CaptMiller
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Re: [Faction Concept] IS force (daesh, TROSI etc)
How to convert Edges in Polygons, vertexes in 3d max 9 ? I do it in max 2017 by press buttons SHIFT + 1,2,3,4, but dont know how do it in max 9
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Ratface
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Re: [Faction Concept] IS force (daesh, TROSI etc)
Depends what you're trying to do. If you're working with an editable poly you could select the edges and use a chamfer (if your edge has faces on either side of it).CaptMiller wrote:How to convert Edges in Polygons, vertexes in 3d max 9 ? I do it in max 2017 by press buttons SHIFT + 1,2,3,4, but dont know how do it in max 9
If it only has a face on one side of it, you could select the edge(s), hold shift and move it to extend it.
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CaptMiller
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Re: [Faction Concept] IS force (daesh, TROSI etc)
I mean to select big number of polygons by ShortCut(shift+1,2,3) : select one edge > use shortcut "ring" or "loop" and after use Shortcut SHIFT+4(1,2,3) to select all polies which adjoin with that edges, but in 9 max it doesnt works
Also
LOOOL they used shilka as vbied(but in a game I of course don't plan it)
I plan 3 types of VBIED:
1.Toyota hilux with armour sheets
2.Truck with armour sheets.
3.And M113 apc with sheets and sandbags which showed earlier.


Also
LOOOL they used shilka as vbied(but in a game I of course don't plan it)
I plan 3 types of VBIED:
1.Toyota hilux with armour sheets
2.Truck with armour sheets.
3.And M113 apc with sheets and sandbags which showed earlier.


Last edited by CaptMiller on 2016-09-20 16:26, edited 5 times in total.
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CaptMiller
- Posts: 405
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Re: [Faction Concept] IS force (daesh, TROSI etc)
improved UV

Tricount reduced from 6.4k to 5.9k

HighPoly(30k tris)

Lowpoly with NormalMap



(last screen without enabled 2-sided material)

Tricount reduced from 6.4k to 5.9k

HighPoly(30k tris)

Lowpoly with NormalMap



(last screen without enabled 2-sided material)
Last edited by CaptMiller on 2016-09-22 09:09, edited 1 time in total.
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CaptMiller
- Posts: 405
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Re: [Faction Concept] IS force (daesh, TROSI etc)
Start making new map Baiji 4km, will not continue As Saura, cuz I have new ideas
IS Force vs PlaceHolder(MEC or Russia), hope in the future SAA faction will be ready

IS Force vs PlaceHolder(MEC or Russia), hope in the future SAA faction will be ready

Last edited by CaptMiller on 2016-09-22 18:23, edited 2 times in total.


