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Re: [Vehicle] AAVP7A1
Posted: 2009-06-04 13:04
by Rhino
motherdear wrote:indeed tonnie did some great work, the problem was that his max crashed before we had a chance to save the optimized version, but we shouldn't worry about the tri count for now becuase there is quite some places that i can still optimize myself and with help from tonnie or Z. but the smoothing errors are there becuase i didn't smooth it out after i added this stuff and didn't fix it before i took the pics.
no idea in fixing smoothing groups before we optimize anyway since they will change autmatically during the optimization i assume
lol, tonnies max always seems to crash
tonnie you should really put on auto saving or just get in the habbit of saving every time you do something.
Re: [Vehicle] AAVP7A1
Posted: 2009-06-04 13:52
by [uBp]Irish
Tonnie for the loss.
Re: [Vehicle] AAVP7A1
Posted: 2009-06-04 14:07
by Rhino
'[uBp wrote:Irish;1044138']Tonnie for the loss.
indeed, he didn't even know there as an auto saving function
[15:03] [R-DEV]Rhino: you really should learn to save more or turn on the auto saving function in max
[15:03] [R-DEV]tonnie15: y
[15:03] [R-DEV]tonnie15: lol
[15:03] [R-DEV]tonnie15: wait
[15:03] [R-DEV]tonnie15: theres a auto saving function
[15:03] [R-DEV]tonnie15: ???
[15:04] [R-DEV]Rhino: yes
[15:04] [R-DEV]Rhino: I always have to turn it off as my max scenes, espically lightmap ones are far too big for it, otherwise you have your max freezing every 5mins

[15:04] [R-DEV]tonnie15: lol
[15:04] [R-DEV]Rhino: it should be on by default tbh

[15:04] [R-DEV]tonnie15: hmmm
[15:05] [R-DEV]Rhino: let me find it
[15:05] [R-DEV]tonnie15: k
[15:05] [R-DEV]Rhino: yep here it is
[15:05] [R-DEV]Rhino:
http://img4.imageshack.us/img4/1972/06042009150522.jpg
[15:05] [R-DEV]Rhino: bottom left, auto backup
Re: [Vehicle] AAVP7A1
Posted: 2009-06-04 14:09
by Tonnie
[R-DEV]Rhino wrote:indeed, he didn't even know there as an auto saving function
oh god

ops:
Re: [Vehicle] AAVP7A1
Posted: 2009-06-05 09:09
by motherdear
damn tonnie you changed your damn avatar again lol, you really do have to much time on your hands it seems

Re: [Vehicle] AAVP7A1
Posted: 2009-06-05 09:12
by Tonnie
motherdear wrote:damn tonnie you changed your damn avatar again lol, you really do have to much time on your hands it seems
lol u will notice that it will change almost daily

Re: [Vehicle] AAVP7A1
Posted: 2009-06-08 23:49
by motherdear
very rough blockout of the turret so far

proportions are still off and a lot of stuff still needs correcting and adding (smoke grenades etc)
Re: [Vehicle] AAVP7A1
Posted: 2009-06-08 23:58
by Adriaan
Nice! It´s looking better and better each time i look at this thread! would be awesome seeing it ingame, although i guess that´s a long way to go still.

Re: [Vehicle] AAVP7A1
Posted: 2009-06-09 00:29
by Solid Knight
I think your model would look better if there was a sexy woman leaning against it.
Re: [Vehicle] AAVP7A1
Posted: 2009-06-09 00:45
by badmojo420
Or would the woman look better with his sexy model to lean against?
Great job, can't wait to see it in-game.
Re: [Vehicle] AAVP7A1
Posted: 2009-06-11 17:50
by motherdear
okay tweaked various small parts, and changed the size of the turret quite a bit (tweaking still ongoing) and then i have added the grenade launchers too it which surprisingly were quite a lot lower on the tri count than i had estimated they would be.
but anyway gonna be working on this thing all night today because i finally got some time
here's the update

Re: [Vehicle] AAVP7A1
Posted: 2009-06-11 21:59
by motherdear
okay so finished the last part of the rotational part of the turret, only thing it needs now is the guns themselves.
and 162 i've decided not to say the tri count or to think about it before the model is finished, then i will begin thinking about optimization, Z is right no need to focus on it yet even though it's interesting
Re: [Vehicle] AAVP7A1
Posted: 2009-06-11 22:22
by =Romagnolo=
man, what a great work !!!
Re: [Vehicle] AAVP7A1
Posted: 2009-06-11 22:33
by VMP
awesome great job
Re: [Vehicle] AAVP7A1
Posted: 2009-06-11 22:39
by Hans Martin Slayer
great stuff, keep it up!

Re: [Vehicle] AAVP7A1
Posted: 2009-06-11 22:50
by Scot
Good job mate, keep it up!
Re: [Vehicle] AAVP7A1
Posted: 2009-06-11 23:04
by Rhino
yep looking good
Interesting how the smoke launcher (not grenade launchers, that's the Mk19

) are on the rear of the turret and fire over it, quite a unique design
Normally the smoke launchers would have modelled caps over them on most vehicles but after checking a few images I noticed that there caps are really small (look almost like cloth or something?) and as such, think you have done them in the best way and the skinner can do them with a bump map
Also for making the Mk19 and the 50cal, this is quite an interesting one since you can either model it yourself and have it UVed onto the main thing, or you can use parts of the existing models (and textures on there own sheet) to do them. The only problem is there are vast differences between the weapon on its own and what is showing on the AAVP7A1 since the barrel of the 50cal is the only bit really showing, with a casing near the rear and on the Mk19, again really on the barrel again but with a interesting casing and ammo feed around it, so wouldn't be that bad to model it yourself and use its own unique texture since the only things really the same between the 2 (that are visible on the AAVP71) is the barrels hehe. That and we dont really have a Mk19 yet, just one modelled by a community member, _Henke_ that we *might* use and needs UVing and texturing, you can see more on it here:
https://www.realitymod.com/forum/f66-pr ... 9-wip.html
And ye the M2HB is what is already ingame.
Ohhh and ye, found a really good reference for the turret that you might not have here:
http://img.epochtimes.com/i6/603280906581535.jpg
Keep up the good work

Re: [Vehicle] AAVP7A1
Posted: 2009-06-12 00:45
by Mongolian_dude
Yes!
Im really looking forward to storming the beaches in these babies.
"Thanks mate, next ones on me!"
...mongol...