[Texture] Ural 4230 logistic tint [WIP]

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Rhino
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Re: [Stuff]Ural 4230 logistic tint[W.I.P]

Post by Rhino »

much better although you haven't squished up the verts on the X axis like I suggested if that makes sense, think it will make it look better :)

Also I know Leush suggested you to make the canvas thicker but think you have made it too thick, about 1/3 the thickness you have now would be better.
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samogon100500
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Re: [Stuff]Ural 4230 logistic tint[W.I.P]

Post by samogon100500 »

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Need more X axis move?
Also I am make canvas a bit little.
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Rhino
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Re: [Stuff]Ural 4230 logistic tint[W.I.P]

Post by Rhino »

I see that I'm not going to be able to explain this in words :p

This is basically what you have at the second.

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What I'm suggesting is you go into vert mode, select all the verts of this part and then in scale mode, squish up the verts on the x axis (note, it may be a different axis depending on how you modelled it) like so, which will make it look more like its been wrapped up against a surface.

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samogon100500
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Re: [Stuff]Ural 4230 logistic tint[W.I.P]

Post by samogon100500 »

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My bad =(
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Rhino
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Re: [Stuff]Ural 4230 logistic tint[W.I.P]

Post by Rhino »

Much better, now you just need to apply that to your LODs and it will be good :D
samogon100500 wrote:My bad =(
Not your fault, I'm **** at explaining things without pics ;)
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samogon100500
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Re: [Stuff]Ural 4230 logistic tint[W.I.P]

Post by samogon100500 »

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Rhino
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Re: [Stuff]Ural 4230 logistic tint[W.I.P]

Post by Rhino »

yep that looks good other than the final lods end UV looks a little odd, you might want to clean that up but other than that, looks good. How many tris for each LOD?
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samogon100500
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Re: [Stuff]Ural 4230 logistic tint[W.I.P]

Post by samogon100500 »

LOD0 - 678
LOD1 - 322
LOD2 - 60
LOD3 - 10

UV got overlay cuz its use same details inside and outside.II think am make one unsymmetrical detail - another gonna have symmetry.to make better quality with less resources.
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Rhino
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Re: [Stuff]Ural 4230 logistic tint[W.I.P]

Post by Rhino »

Poly count sounds good, and having the canvas using the outside UV should be totally fine, speaking of which can we get a pic of the inside please for both lod0 and lod1?

What I mean about the UV issue on your final lod (lod3) is that it looks like it has a UV issue on the back here:
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samogon100500
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Re: [Stuff]Ural 4230 logistic tint[W.I.P]

Post by samogon100500 »

UV bug fixed.
But textures still not done.
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Rhino
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Re: [Stuff]Ural 4230 logistic tint[W.I.P]

Post by Rhino »

Rgr looks good, although on lod2 you can remove these faces here as they only can be seen from the inside looking out, where on lod2, no one is going to be able to see it from that angle.

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samogon100500
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Re: [Stuff]Ural 4230 logistic tint[W.I.P]

Post by samogon100500 »

Upload image again =)
I can't see him,but I see that on quote,and this not loading =(
You mean this?
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Ор fully remove all faces inside?
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J.F.Leusch69
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Re: [Stuff]Ural 4230 logistic tint[W.I.P]

Post by J.F.Leusch69 »

yes, but as rhino said they have to stay there on LOD0 and LOD1 because those are the LODs people will see either from inside or could see from a weird angle from outside while being close.
samogon100500
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Re: [Stuff]Ural 4230 logistic tint[W.I.P]

Post by samogon100500 »

Yeah I know about LODs.LOD2 changes done.
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samogon100500
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Re: [Stuff]Ural 4230 logistic tint[W.I.P]

Post by samogon100500 »

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Rhino
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Re: [Stuff]Ural 4230 logistic tint[W.I.P]

Post by Rhino »

nice, looks good. Are the ripples done via a normal map?
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samogon100500
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Re: [Stuff]Ural 4230 logistic tint[W.I.P]

Post by samogon100500 »

[R-DEV]Rhino wrote:nice, looks good. Are the ripples done via a normal map?
Not yet.It's a color texture,but I will make same in normal too.
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H.sta
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Re: [Stuff]Ural 4230 logistic tint[W.I.P]

Post by H.sta »

Looking good Samogon, nice work in a short time. and a nice texture job aswell, allthough a bit too clean compared to rest of the truck in my eyes
samogon100500
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Re: [Stuff]Ural 4230 logistic tint[W.I.P]

Post by samogon100500 »

162eRI wrote:Nice work Samogon!
Such a small add, but an important one. That's cool, looking so much like the real Russian Urals now.

I was wondering, is it possible, for the different factions' trucks, to make small adds such as this one, like a tank, a hoist/crane, or a radio/radar etc? To use them as statics in the bases or airfields.
Actually I got some ideas about that.but I must remove cargo bay.I don't know what think guys from USI...

I think it's would be final for MEC.
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But I don't know,what colors needed for militia and for china.
I think for militia - make MEC canvas color in my opinion.
It's looks like same with leusch photo.
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Last edited by samogon100500 on 2011-01-17 05:20, edited 1 time in total.
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