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Re: [Vehicle] KTO Rosomak

Posted: 2013-07-09 21:20
by lucky.BOY
I think you can delete majority of faces on sides of the turret (except for the one close to gunner camera of course) and around the cannon base. Especially deleting smoke launchers that wont be seen can give you loads of tris. If the geom will have 1000 tris instead of 1600, it will surely be for the better.

Dont really dig the cannon on geom0, the barrel seems like it has triangular shape with only chamfered edges (?), The muzzle could be chamfered a bit better (edges are not eqaully long now). Muzzle could be properly welded into the barrel, too.

Maybe you could put some loose wheels around the wreck model? Might look good :) Or maybe spawn them in on exposion?

Re: [Vehicle] KTO Rosomak

Posted: 2013-07-09 21:44
by Rhino
You need to weld your rear doors and these two hatches otherwise they are going to zfight like crazy, as well as them taking up some valuable UV space although probably too late to take advantage of the UV space you could save with welding them up...

Image

Re: [Vehicle] KTO Rosomak

Posted: 2013-07-10 00:18
by lucky.BOY
On page 3 there is texture sheet, there you can see that these parts are UV'd over the main hull, so there shouldnt really be a problem, apart from the model being unnecesarily complicated and dificult to grasp by other modelers only to save a dozen tris.

Re: [Vehicle] KTO Rosomak

Posted: 2013-07-10 07:55
by Tim270
Looking life its definitely on the way :)

Re: [Vehicle] KTO Rosomak

Posted: 2013-07-10 15:53
by Rhino
Much better :)
lucky.BOY wrote:On page 3 there is texture sheet, there you can see that these parts are UV'd over the main hull, so there shouldnt really be a problem, apart from the model being unnecesarily complicated and dificult to grasp by other modelers only to save a dozen tris.
didn't notice that but still best to weld up :)

Re: [Vehicle] KTO Rosomak

Posted: 2013-07-27 07:19
by lucky.BOY
Looking good to me :)

Re: [Vehicle] KTO Rosomak

Posted: 2013-07-27 08:11
by ddeo
Czaaad. :D Good work Grober, as always!

Re: [Vehicle] KTO Rosomak

Posted: 2013-08-14 18:28
by ddeo
Hi. I've slightly reworked the model. I've tried to use the same texture, but tower texture will need to be updated (UVW has been sized up).

Feedback appreciated mostly about tower!
Here is the p3d link: p3d.in - KTO Rosomak
UVW: https://dl.dropbox.com/s/1f1lks83z0u6bj8/Rosomak.png

Re: [Vehicle] KTO Rosomak

Posted: 2013-08-14 18:56
by lucky.BOY
Looking good, only thing I noticed is that top hatches have too few sides (unless they are meant to be octagonal :) ), but this being an apc you wont really be getting into it from up top, so it doesnt really matter. Though if you are not too hard pressed for LOD0 tris count, i think you could smooth them up for the odd guy who makes his way up the top, right? :D

EDIT: pro tip, if you replace the "www" with a "dl" in a dropbox link, it will work like a direct URL that you can embed etc, bypassing the inconvenient dropbox stuff around it.

Re: [Vehicle] KTO Rosomak

Posted: 2013-08-14 19:03
by ddeo
Thanks lucky, you're right about hatches I will fix it. If you will spot anything else let me know. Thanks again! :)

edit: http://p3d.in/V02zI fixed hatches. UVW is updated too, but I'm not posting new link since it is only about more circulate hatches on UVW.

Re: [Vehicle] KTO Rosomak

Posted: 2013-08-18 17:02
by ivecorps
very good model

Re: [Vehicle] KTO Rosomak [WIP](PL)

Posted: 2014-10-11 11:32
by ddeo
Reality: http://sc-cdn.scaleengine.net/i/da18056 ... 01de99.png
Project Reality: http://sc-cdn.scaleengine.net/i/73a68a0 ... b879b6.png
Model is made by Kane from ArmaCoopCorps, I've slightly edited it. Anybody willing to texture it?

edit: p3d view: http://p3d.in/vayoE
uv: https://www.dropbox.com/s/l0fl72fi8g5a7 ... r.png?dl=0

Re: [Vehicle] KTO Rosomak [WIP](PL)

Posted: 2016-05-03 18:28
by CaptMiller
Very nice !