Re: [WIP] Russian Kornet ATGM
Posted: 2016-02-09 16:45
Welding is for lowering the amount of unnecessary vertices and mostly (from what I know ) to avoid Z-Fighting. (https://en.wikipedia.org/wiki/Z-fighting).



Possibly a little bit better since the main tube is more rounded now but a long way to go until all the objects have the same level of detail to size ratio. And best to give full edged framed pics, instead of just tiny ones with the other wire views also being tiny, hard to see anything...SyriousT wrote:does this look better?is this what you meant?
One 1st person view/LOD might be just the scope, but you will also want another first person model for the launcher, for when yes, your looking outside of the scope above it. Our current AT weapons don't have a 1p model for that so they have to use their 3p model and it looks low detail and crappy when up that close and since you can easily make a 1st person model for yours, you should.SyriousT wrote:isnt the 1p view is the scope? I mean the launcher wont be shown right?
and the second 1p camera view (when hitting C) is the player looking from above the launch tube, so the tube must be detailed (like you said) and its been so. so the details of the actual optical on the model (in the bottom of the model) could could have details reduce . about the tri count , What is the tolerance there? I mean isnt ~3500 a good count?










Sorry, didn't notice this before. Did it crash when you left clicked any mesh? For me this usually fixes it. Left click your meshes until you find out which one it is that causes the crash. When you find it, load up again and instead of left clicking that mesh, right click it directly and select "convert to editable poly". That usually makes it selectable again without causing any crashes.SyriousT wrote:Whenever i click anywhere on 3ds max it crashes , only when i have the model loaded please dont tell me i have to re-do it from my last prototype ?
Hi,
I promised you to send some pictures on how I do smoothing on my verhicles. So this is how I work, first of all here is the AML-90's fender that needs smoothing:
So what you want to do is select all the surfaces in Element mode like this:
Then go to Polygon Properties and select a smoothing group like this. Each smoothing group has it's own number (1-32).
I randomly selected 18 this time, but you might as well select 32 or 5 or whichever one you would like. Just remember to use different smoothing groups for the different area's that need smoothing. For instance, if I would use 18 for the fender's top, but use the same smoothing group for the fender's side it would smooth the edge in between too and it would look ugly as fuck. So this is what it looks like after you have asigned a smoothing group to the surface:
Just try it. It's actually not that hard and you will figure out what works and what soon when working on your own models.
Also here is a helpful tutorial on smoothing groups that [R-DEV]Mineral ones send me to help me modelling my truck:
Good luck,
Dj.