[Vehicle] Type 89 IFV

Making or wanting help making your own asset? Check in here
Post Reply
Hans_Strudel
PR:BF2 Developer
Posts: 130
Joined: 2018-11-16 10:43

[Vehicle] Type 89 IFV

Post by Hans_Strudel »

Here is the result of highpoly modelling of the next JSDF asset - Type 89 IFV:
1)
Image
2)
Image
3)
Image
4)
Image

If lowpoly polycount will be not too high, i think of adding some tools and boxes on sides.
Last edited by Nate. on 2020-11-03 12:02, edited 1 time in total.
Rabbit
Posts: 7818
Joined: 2006-12-17 15:14

Re: [Vehicle] Type 89 IFV

Post by Rabbit »

What reffs did you use? everything I see has the skirts on hinges and not a single unit of skirt. You can model in the lines showing different skirt pieces and AO bake that.

Overall I think its missing a lot of stuff that could be really nice for the AO.
Image

AfSoccer "I just don't see the natural talent."
Image
Hans_Strudel
PR:BF2 Developer
Posts: 130
Joined: 2018-11-16 10:43

Re: [Vehicle] Type 89 IFV

Post by Hans_Strudel »

Rabbit wrote:What reffs did you use? everything I see has the skirts on hinges and not a single unit of skirt. You can model in the lines showing different skirt pieces and AO bake that.

Overall I think its missing a lot of stuff that could be really nice for the AO.
This is basic shape, other details can be added further during texturing, hull itself is heavy for the laptop already. And yeah skirts are separated on 6 parts connected to the hull (frontal even welded).
anantdeathhawk
Posts: 641
Joined: 2015-11-12 21:11

Re: [Vehicle] Type 89 IFV

Post by anantdeathhawk »

Image
Hans_Strudel
PR:BF2 Developer
Posts: 130
Joined: 2018-11-16 10:43

Re: [Vehicle] Type 89 IFV

Post by Hans_Strudel »

anantdeathhawk wrote:For Tracks:
just in case.
https://www.realitymod.com/forum/showth ... p?t=144572
Great tutorial, thank you! Alas he didn't mention how to animate tracks via UV.
User avatar
Mineral
Retired PR Developer
Posts: 8534
Joined: 2012-01-02 12:37
Location: Belgium

Re: [Vehicle] Type 89 IFV

Post by Mineral »

This one goes into that a bit more:
http://www.bfeditor.org/forums/index.ph ... ng-a-tank/
Image
Hans_Strudel
PR:BF2 Developer
Posts: 130
Joined: 2018-11-16 10:43

Re: [Vehicle] Type 89 IFV

Post by Hans_Strudel »

Skirts divided and tracks lowpoly added.
Image
Hans_Strudel
PR:BF2 Developer
Posts: 130
Joined: 2018-11-16 10:43

Re: [Vehicle] Type 89 IFV

Post by Hans_Strudel »

Lowpoly model is almost complete. Overall tricount - 19 037.
1)
Image

2)
Image

3)
Image
Hans_Strudel
PR:BF2 Developer
Posts: 130
Joined: 2018-11-16 10:43

Re: [Vehicle] Type 89 IFV

Post by Hans_Strudel »

Well, had to take a brake, but here is update on model:

Lowpoly - done 100%
UV - tend to think it's 100%
texture - WIP and here are current result (don't mind lack of parts, will add them later):
Image
Image
Image
Image
Image

Currently i am still thinking should it be single color or bicolor camouflage pattern, would appreciate any feedback on how you see it.
Hokunin
Retired PR Developer
Posts: 606
Joined: 2009-11-02 09:23

Re: [Vehicle] Type 89 IFV

Post by Hokunin »

Naisu badi da.

Great job. Can't wait to see it finished. As for camo, ask japanese which version is the most widespread.
Image
LangMaster
PR:BF2 Contributor
Posts: 176
Joined: 2020-10-11 03:15

Re: [Vehicle] Type 89 IFV

Post by LangMaster »

That is sick, i was thinking about this vehicle couple days ago how neat looking it is, and with the camos we have multiple for each vehicle don't we? i need to try my self model a vehicle, i am stuck with making coop maps for now tho. haha
Hans_Strudel
PR:BF2 Developer
Posts: 130
Joined: 2018-11-16 10:43

Re: [Vehicle] Type 89 IFV

Post by Hans_Strudel »

IFV is ready for export!

The only thing left is wreckage model, also need to figure out why BF2 Editor refuses to load model and CTD each time i trying to load it.

Image

Image
LangMaster
PR:BF2 Contributor
Posts: 176
Joined: 2020-10-11 03:15

Re: [Vehicle] Type 89 IFV

Post by LangMaster »

Look at that baby, damn good.
Image
Post Reply

Return to “PR:BF2 Community Modding”