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Re: [Vehicle] AAVP7A1

Posted: 2009-05-26 13:12
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

Re: [Vehicle] AAVP7A1

Posted: 2009-05-26 13:30
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

Re: [Vehicle] AAVP7A1

Posted: 2009-05-26 14:43
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

Re: [Vehicle] AAVP7A1

Posted: 2009-05-26 14:47
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

Re: [Vehicle] AAVP7A1

Posted: 2009-05-26 14:59
by Rhino
nice script tonnie, thou dont apear to support max9? :(

going to give it a go anyways :)

Re: [Vehicle] AAVP7A1

Posted: 2009-05-26 15:06
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 :)

Re: [Vehicle] AAVP7A1

Posted: 2009-05-26 15:10
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)

Re: [Vehicle] AAVP7A1

Posted: 2009-05-26 15:17
by motherdear
nice thx tonnie will speed up my workflow a lot :D

Re: [Vehicle] AAVP7A1

Posted: 2009-05-26 22:01
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 :)

Re: [Vehicle] AAVP7A1

Posted: 2009-05-26 22:52
by WilsonPL
Remember to add backpacks ! :idea:

Re: [Vehicle] AAVP7A1

Posted: 2009-05-26 23:35
by azreal64
I smell an [R-Con] tag in your future...

Re: [Vehicle] AAVP7A1

Posted: 2009-05-26 23:44
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!

Re: [Vehicle] AAVP7A1

Posted: 2009-05-27 00:09
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)

Re: [Vehicle] AAVP7A1

Posted: 2009-05-27 03:33
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.

Re: [Vehicle] AAVP7A1

Posted: 2009-05-27 05:47
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 ?)

Re: [Vehicle] AAVP7A1

Posted: 2009-05-27 05:57
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 :)

Re: [Vehicle] AAVP7A1

Posted: 2009-05-27 06:05
by eenis
looks great!

Re: [Vehicle] AAVP7A1

Posted: 2009-05-27 07:58
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?

Re: [Vehicle] AAVP7A1

Posted: 2009-05-27 09:01
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)

Re: [Vehicle] AAVP7A1

Posted: 2009-05-27 11:41
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 !