[Vehicle] AAVP7A1

Making or wanting help making your own asset? Check in here
Locked
Z-trooper
Retired PR Developer
Posts: 4166
Joined: 2007-05-08 14:18

Re: [Vehicle] AAVP7A1

Post by Z-trooper »

Well, giving advice is the easy part, listening and using it to make it your own is the hard part. I merely offered a little guidance here and there, you did the work ;)

Comming along nicely, looking forward to examining this bad boy when you are done modeling :D
Image
"Without geometry, life is pointless"
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: [Vehicle] AAVP7A1

Post by Rhino »

ye, Z has some really good modelling methods and is a really good mentor, he has taught me a bunch of new modelling techniques too :D
Image
motherdear
Retired PR Developer
Posts: 2637
Joined: 2007-03-20 14:09

Re: [Vehicle] AAVP7A1

Post by motherdear »

my absolute favorit so far has to be the sweep modifier though, so much easier to make piping for statics and vehicles, the shell modifier is pretty good too although i found that one by myself. and then add polycruncher for making optimized stuff for lods and it's just a much easier process. only thing i need to improve on is getting some kind of second hand program for doing the uv's (much easier when som parts share uv space and you can pin and unpin them together :P

but i think i might get an update up tonight if not you will have to wait for tomorrow, school began again today so i have to take care of that when it's not weekend lol
Image

[R-DEV]OkitaMakoto: "Talking squad level tactics in bed is actually a little known aphrodisiac"
[R-CON]Pantera : "maybe you might learn that we are not super intelligent beings chained in UKF's basement being forced to work on this".
Tonnie
Retired PR Developer
Posts: 2014
Joined: 2007-07-31 14:59

Re: [Vehicle] AAVP7A1

Post by Tonnie »

motherdear wrote:my absolute favorit so far has to be the sweep modifier though, so much easier to make piping for statics and vehicles, the shell modifier is pretty good too although i found that one by myself. and then add polycruncher for making optimized stuff for lods and it's just a much easier process. only thing i need to improve on is getting some kind of second hand program for doing the uv's (much easier when som parts share uv space and you can pin and unpin them together :P

but i think i might get an update up tonight if not you will have to wait for tomorrow, school began again today so i have to take care of that when it's not weekend lol
srry i dont get it.... you want todo multiple uvmaps at once is it?

EDIT: If so use this plugin for Max works wonders just remember to hit set uvmap before you close the window where you edit uvmaps...

http://www.scriptspot.com/3ds-max/multi-objects-unwrap

HangMan: BF2 Editor, it has very strict limitations memory wise, and crashes all the time. Its like a girl. Treat it with respect and take it slow and you'll get places. Rush and get ahead of yourself and it will turn around and punch you in the mouth
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: [Vehicle] AAVP7A1

Post by Rhino »

nice script tonnie, thou dont apear to support max9? :(

going to give it a go anyways :)
Image
motherdear
Retired PR Developer
Posts: 2637
Joined: 2007-03-20 14:09

Re: [Vehicle] AAVP7A1

Post by motherdear »

what i meant is that some parts on the vehicle are absolutely identical but are still a part of the same mesh (so only one uv map) but these parts you just position on top of each other in the uv sheet and they share the same texture space, but instead of having to select both of them, then in some programs you can pin them together and when you move one the other one is always selected and moved accordingly automaticly even though you haven't clicked on it. if that makes sense.

but thx a lot tonnie will probably help me with doing it hopefully that iis, but it's still a bit away before this model is optimized and all :)
Image

[R-DEV]OkitaMakoto: "Talking squad level tactics in bed is actually a little known aphrodisiac"
[R-CON]Pantera : "maybe you might learn that we are not super intelligent beings chained in UKF's basement being forced to work on this".
Tonnie
Retired PR Developer
Posts: 2014
Joined: 2007-07-31 14:59

Re: [Vehicle] AAVP7A1

Post by Tonnie »

[R-DEV]Rhino wrote:nice script tonnie, thou dont apear to support max9? :(

going to give it a go anyways :)
it does support max9 as that's what i am using ;)


EDIT:

With what you said there motherdearst (hehe)... You can select the first set of polys then go edit>copy then select the other identical polys and go edit>paste and bobs ur uncle! (Well infact bobs my uncle and he owns a butcher shop in NSW but thats another story)

HangMan: BF2 Editor, it has very strict limitations memory wise, and crashes all the time. Its like a girl. Treat it with respect and take it slow and you'll get places. Rush and get ahead of yourself and it will turn around and punch you in the mouth
motherdear
Retired PR Developer
Posts: 2637
Joined: 2007-03-20 14:09

Re: [Vehicle] AAVP7A1

Post by motherdear »

nice thx tonnie will speed up my workflow a lot :D
Image

[R-DEV]OkitaMakoto: "Talking squad level tactics in bed is actually a little known aphrodisiac"
[R-CON]Pantera : "maybe you might learn that we are not super intelligent beings chained in UKF's basement being forced to work on this".
motherdear
Retired PR Developer
Posts: 2637
Joined: 2007-03-20 14:09

Re: [Vehicle] AAVP7A1

Post by motherdear »

okay todays update :
Image
added rear lights and the antenna mount (which i haven't gotten to add to the mesh completely yet
Image
on top of that i added the front lights and made a quick blockout of one of the crew station covers. (both of these things haven't gotten added to the mesh yet)

enjoy :)
Image

[R-DEV]OkitaMakoto: "Talking squad level tactics in bed is actually a little known aphrodisiac"
[R-CON]Pantera : "maybe you might learn that we are not super intelligent beings chained in UKF's basement being forced to work on this".
WilsonPL
Posts: 510
Joined: 2008-03-27 17:32

Re: [Vehicle] AAVP7A1

Post by WilsonPL »

Remember to add backpacks ! :idea:
Image
azreal64
Posts: 188
Joined: 2008-02-10 20:21

Re: [Vehicle] AAVP7A1

Post by azreal64 »

I smell an [R-Con] tag in your future...
Retired Forgotten Hope 2 Developer
[uBp]Irish
Posts: 1794
Joined: 2007-01-17 23:47

Re: [Vehicle] AAVP7A1

Post by [uBp]Irish »

i love how you have started modeling something, continued to add updates, and looks like your going to finish.. i've seen so many models start off and then fall off the map.

Keep it up!
Image
Tonnie
Retired PR Developer
Posts: 2014
Joined: 2007-07-31 14:59

Re: [Vehicle] AAVP7A1

Post by Tonnie »

motherdear wrote: added rear lights and the antenna mount (which i haven't gotten to add to the mesh completely yet.
I wouldnt bother with the antenna (make the mount tho) but you can add flexible antennas on the model when in editor as child objects (This is what i am doing with my ASLAVs i thort you might want to do the same)

HangMan: BF2 Editor, it has very strict limitations memory wise, and crashes all the time. Its like a girl. Treat it with respect and take it slow and you'll get places. Rush and get ahead of yourself and it will turn around and punch you in the mouth
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: [Vehicle] AAVP7A1

Post by Rhino »

ye for the antennas all you need to model is the mounts for them, then ingame they are a separate object in Bf2 that are added as a child object so they wave about when you move etc :D

looking good so far, 7k tris there? getting a little heavy.
Image
motherdear
Retired PR Developer
Posts: 2637
Joined: 2007-03-20 14:09

Re: [Vehicle] AAVP7A1

Post by motherdear »

yeah 7k tris, but the turrets seem smaller tri wise than i had estimated, the crew station thing only took like 150 tris.
but it definitly is getting a bit heavy on the tri side, and i don't like it one bit, but it's kinda needed but there is probably lots of stuff i can still optimize and i have already found some, specificly the lights which can be textured to almost the same effect, but i will have to look into that soon and possibly work on the undercarriage again to cut further polies. because at the moment we are going to be at around 8-8.5k tris which is very heavy and almost challenger standard (comes in at around 10k right ?)
Image

[R-DEV]OkitaMakoto: "Talking squad level tactics in bed is actually a little known aphrodisiac"
[R-CON]Pantera : "maybe you might learn that we are not super intelligent beings chained in UKF's basement being forced to work on this".
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: [Vehicle] AAVP7A1

Post by Rhino »

the CR2 is somewhere between 8k and 10k tris ye, so 8k to 9k tris would be fine would just be nicer to have it lower :)
Image
eenis
Posts: 114
Joined: 2008-12-26 06:59

Re: [Vehicle] AAVP7A1

Post by eenis »

looks great!
Maxfragg
Posts: 2122
Joined: 2007-01-02 22:10

Re: [Vehicle] AAVP7A1

Post by Maxfragg »

i guess a apc should have a lower poly count than a tank since they are used in bigger numbers on the maps?
motherdear
Retired PR Developer
Posts: 2637
Joined: 2007-03-20 14:09

Re: [Vehicle] AAVP7A1

Post by motherdear »

yeah i know max hehe, trying to pull down the tri count, but will most likely happen during the optimization process that i'm going to go through, i got my hopefull tri count set at around 8k at the moment, but if i can i will optimize to as little as possible obviously, less tris the better experience for the computer. and if it aint needed i won't be doing it (extra sides etc)
Image

[R-DEV]OkitaMakoto: "Talking squad level tactics in bed is actually a little known aphrodisiac"
[R-CON]Pantera : "maybe you might learn that we are not super intelligent beings chained in UKF's basement being forced to work on this".
sheggalism
Posts: 76
Joined: 2008-12-14 18:43

Re: [Vehicle] AAVP7A1

Post by sheggalism »

[R-DEV]Chuc wrote:Because of its size.. I reckon we could afford to incorporate it into the logistics chain.
Excellent suggestion ! Like an amphibious logistic truck, with troop carrying capacity and self-defense guns, it would be a interesting asset on maps like Muttrah or Jabal.
Reminds me this thread, at least the USMC could have its own "supply boat" (since I don't think boats are used IRL in supplies chain).

Keep it the good work, this model looks awesome !
Locked

Return to “PR:BF2 Community Modding”