Re: [Vehicle] Zastava 900 AK [WIP]
Posted: 2010-09-02 13:38
Sorry, but nothing else I can do about it. Maybe if I reduce the normal map thickness for speedo it'll appear slightly more sharp.
You can increase the size of its UV. This is why starting off with a good UV is so important.altfuture wrote:Sorry, but nothing else I can do about it. Maybe if I reduce the normal map thickness for speedo it'll appear slightly more sharp.
I already did exactly that with the latest update (the hardest most boring way you can imagine), but there is simply no room for it anywhere in the uv layout to increase it to anymore. Pointing out that NOW, I can't do anything more about it.[R-DEV]Rhino wrote:You can increase the size of its UV. This is why starting off with a good UV is so important.
Ye rgr, if you posted your UVs before you started texturing something could have been done about it but now its not really possible without redoing your textures.altfuture wrote:I already did exactly that with the latest update (the hardest most boring way you can imagine), but there is simply no room for it anywhere in the uv layout to increase it to anymore. Pointing out that NOW, I can't do anything more about it.
Ye, definitely gonna pay more attention to speedo next time.[R-DEV]Rhino wrote:Ye rgr, if you posted your UVs before you started texturing something could have been done about it but now its not really possible without redoing your textures.
Just make sure you learn from your mistakes on this and next time make sure it dosen't happen![]()
Left to do is unwrapping and texturing the exterior which will go quite fast I think[R-DEV]Chuc wrote:I reckon we should move on from the dashboard RhinoWhat's left to do altfuture?
Cheers[R-DEV]AfterDune wrote:I just wanna say.. it looks great! Keep it up, altfuture, I'm looking forward to seeing more stuff from you.

I use 3ds Max default UV editor. I will check Texporter, thanks!'[R-DEV wrote:Rhino;1482562']BTW, what UV render are you using? I personally find Texporter is the best one out there, never had an issue with it myself: Cuneyt Ozdas Software
It's ok. Even with 1024^2 it looks pretty good so I will keep the side separate.EDIT: also dont count on using a 2048x2048 texture, at the very most this will most likley be using a 1024x1024 texture. Not even APCs ingame use anything larger than a 1024x1024 texture so you might want to reconsider overlapping the side UVs etc again.
Great idea !!altfuture wrote:Hello guys! Since this is my first post, first off I feel I should give a big respect for the dev team of Project Reality! Thanks guys, I dig your game!
I am a game artist by trade, and I would like to offer my help in those few spare minutes that I have daily by making some models for PR from time to time.
I live in Serbia and, since there is no Serbian army in the game, I would like help getting included at least some of our domestic equipment there, if you happen to find a place for them. I know only of a few notable Serbian military vehicles but most are various modernized modifications of old Russian equipment (APCs, tanks, airplanes). Someone would probably know more than I do, as I'm not much informed about our military equipment. One modern Serbian vehicle that I know of is Lazar BVT APC.
However, I have decided not to model Lazar, but instead make something more unexpected
Zastava 900 AK!
http://images.forum-auto.com/mesimages/ ... 73_jpg.png
http://upload.wikimedia.org/wikipedia/c ... 00_T_2.JPG
http://images.forum-auto.com/mesimages/ ... 0102_1.jpg
It is a small Yugoslavian van produced in Serbia during '70s and '80s. It carried an engine from Zastava 750
Idea is that it could be used as an insurgent vehicle, in two variants: passenger carrier and ammo carrier.
As a passenger carrier, it would have six positions:
- driver
- co-driver seat
- two open windows on the sides, on which you sit and fire across the roof
- sitting inside, on supply boxes
- sitting behind the back window (which is broken), ready for shooting 6 o'clock
Something like this:
As an ammo carrier, it would have driver and co-driver positions, and ability to drop ammo crates. Could also have painted windows.
Just wanted to give heads up that I'm starting this, and to check what is the feedback on the idea. I'm currently making the model (mesh is one third complete). I'm expecting the polycount along with interior to be around 5-6k triangles. I have a few questions that I didn't find answered in the guidelines thread: should interior share the same texture as exterior? What is the technique of making glass, do I model it with thickness? Is glass part supposed to have an alpha map included and again, does it use the same texture as the whole vehicle? Lastly, is there anyone who would be willing to import this vehicle to the game if you like it?
If in the end you guys don't use it as a vehicle, I think it can serve as a scenery object. I have noticed many players from Balkan in the game, and I'm sure many would be very thrilled to see this vehicle in the gameBut of course, it's up to you.
I will post progress as I go in the following days.



Thanks man!simeon5541 wrote:Great idea !!
Samo napred brate !!![]()