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Re: [Vehicle] hemmt [WIP]
Posted: 2008-07-24 21:20
by Ironcomatose
Very nice. IMO the wheels are bit to round on the side, maybe make then a little more naturally flat.
Do you know if the DEVs support this vehicle and plan to put it in game?
Re: [Vehicle] hemmt [WIP]
Posted: 2008-07-25 07:10
by motherdear
idk about the devs using it, it could very well replace the current support vericle for the us though, but at the moment some of the members from the german community mod has showed their interests in it. also i'm learning a lot from it.
and comatose could you describe what you mean with the wheels better, i'm not sure i understand what you mean (do you want more of the bottom of the wheel touching the ground?)
Re: [Vehicle] hemmt [WIP]
Posted: 2008-07-25 11:17
by Zimmer
motherdear wrote:idk about the devs using it, it could very well replace the current support vericle for the us though, but at the moment some of the members from the german community mod has showed their interests in it. also i'm learning a lot from it.
and comatose could you describe what you mean with the wheels better, i'm not sure i understand what you mean (do you want more of the bottom of the wheel touching the ground?)
As somebody said it can also be used in a objective mode if theere where arty or maybe some anti-air devices on it. Then one part has to destroy as another part has to defend it.
Re: [Vehicle] hemmt [WIP]
Posted: 2008-07-25 14:15
by FuzzySquirrel
WOOT NEW SUPPLY TRUCK
people say dont use caps but i say YES
-EDIT-
Why do you guys say its for the germans when the U.S forces use it
Link
http://www.army.mil/factfiles/equipment ... hemtt.html
enjoy
Re: [Vehicle] hemmt [WIP]
Posted: 2008-07-25 14:50
by Rudd
motherdear wrote:idk about the devs using it, it could very well replace the current support vericle for the us though,
fuzzy...read
Re: [Vehicle] hemmt [WIP]
Posted: 2008-07-27 12:50
by motherdear
okay a small update including the antenna system and wider wheels + a few other details.
i'm a bit worried about my modelling at the moment, mostly because some of the wireframes look weird and because i used roughly 1200 tris on these details and idk if i use too much but i want it to look nice but it is also basicly my first model and idk if i could do stuff different and i would appreciate any input into this project that people could give.
also what i really want to know at the moment would be the tri count i could use for this vericle since it's a very large vericle and it really needs more tris than other but i can't figure out exactly how much i should use and what i should do and what not to do to keep the tri count down.
again any feedback would be greatly appreciated.
Re: [Vehicle] hemmt [WIP]
Posted: 2008-07-27 13:15
by Z-trooper
Regarding the tri limit.. well thats become more of dynamic thing lately. I think the british scimitar has 8-12K tris so if that can have that many, well then I'd set that kind of numbers as a limit. However polys shouldnt be spend just to reach that number, hehe.
Wireframes looks like you know what you are doing. So I'd say keep it up and give it the details you want it to have. Once you are done with the model then you can start thinking about the tri limit and how to cut it down to that (if needed).
Some smoothgroup problems is the biggest thing I see, but thats hardly a problem. For now just go to a poly level and select all polygons and press the "clear all" button under the "Polygon properties" tab. like here:
Other than that just keep at it

doing quite fine if this is one of your first models.
Re: [Vehicle] hemmt [WIP]
Posted: 2008-07-27 14:29
by motherdear
Re: [Vehicle] hemmt [WIP]
Posted: 2008-08-03 09:42
by motherdear
okay a new small update, your not going to see all the new stuff i have added to the moddel but at the moment with all four suspension systems for each axis is made (not fully done yet, expect 150+ more tri's per axis

) the current tri count is at 10.300 so i expect the full vericle to be around 12-13k before optimization and then i will need some help from other people to advise me on things i should remodel/remove or optimize further. also the current poly count should be cut down a lot when i remove all the mess that the boolean tool made on my model.
it's pretty basic still and i'm just going to show you guys how it should be at the end of the modeling phase
so i'm still in doubt about my poly count and i'm afraid it will be bigger than any current vericles ingame but i also believe that it's needed, but i haven't talked to any texturers about what they can do so some of the details could be removed, but if anybody is interested in taking a look at the file plz say so because i can just upload them for you. sorry for being a nub at this but yet again this is my first real model (that's why i still use that crappy boolean tool i simply don't know any better methods so plz advise if you got the time)
Re: [Vehicle] hemmt [WIP]
Posted: 2008-08-03 10:42
by CareBear
nice
keep at it mate

Re: [Vehicle] hemmt [WIP]
Posted: 2008-08-03 17:37
by ReaperAce712
motherdear wrote:idk about the devs using it, it could very well replace the current support vericle for the us though, but at the moment some of the members from the german community mod has showed their interests in it. also i'm learning a lot from it.
and comatose could you describe what you mean with the wheels better, i'm not sure i understand what you mean (do you want more of the bottom of the wheel touching the ground?)
well this would be a cool support truck for the army in a later release but the marines use the MTVR which would be a cool addition.
Re: [Vehicle] hemmt [WIP]
Posted: 2008-08-03 20:42
by Sabre_tooth_tigger
Looks sexy, trucks can be sexy you know
I remember reading in another thread, advice that any detail on the underside is an ideal candidate for smoothing out and saving polys just because its not going to be visible often if at all
Re: [Vehicle] hemmt [WIP]
Posted: 2008-08-03 20:54
by motherdear
seems logical sabre, i'll take the advice but i'll save it for the optimization at the end of the project, this should only be a few weeks from now.
but as always everything in due time.
Re: [Vehicle] hemmt [WIP]
Posted: 2008-08-09 15:56
by motherdear
well a very small update now that i finally figured out how to clayrender.
first of all i got the suspension system that has been updated (still WIP)
then stuff you have already seen but now in clayrender
as you can see the new suspension system has not been put on the model yet.
also the model is nearing completion (when i finish the suspension system i only need the back, the cabin and side rails like the standard supply truck ingame) i expect the model to be around 5500 polygons as at the moment it's at 4900 and hasn't been optimized.
Re: [Vehicle] hemmt [WIP]
Posted: 2008-08-09 16:19
by MAINERROR
Uh nice! More more more!!

Re: [Vehicle] hemmt [WIP]
Posted: 2008-08-09 16:21
by ice_killer
wire frame ?
Re: [Vehicle] hemmt [WIP]
Posted: 2008-08-09 19:28
by motherdear
Re: [Vehicle] hemmt [WIP]
Posted: 2008-08-09 19:45
by azn_chopsticks_boi
Looking good

Re: [Vehicle] hemmt [WIP]
Posted: 2008-08-09 20:21
by General Dragosh
*droll* i want to drive that O.O
*thinks, me at the steering wheel* Hmmm.....shall i use the horn...*carp...the horn is not working*.........eeeee-kreghzzzzzzz.....*my by driver asks me wut was that - while drinking tea and reedin the newspapers*....Did u hit something ?
*me* Nope...*rolling eyes*...no i didn't *i guess the horn is on another place* *no knowledge face*
And that all happend while driving trough a insurgents filled city
Lol