abs 2 Posted September 4, 2011 Damn, that's a sexy looknig vehicle! Only critique I could ever have is that the tow hooks on the front don't have the same level of mud as the surrounding areas. :) Abs Share this post Link to post Share on other sites
topas 1 Posted September 4, 2011 (edited) :P damn, I was hoping noone will have spotted this! (also, the Balkenkreuz on the side is placed wrong, it should not be under the turret, but farther to the rear, next to the engine - I have the textures opened in PS as we speak and trying to correct all those lil' things) ;) PS: Oh, and in fact these are 3 vehicles, not one. They do share striking similarities, but the rear section is what makes them different (the hull is shaped differently on each, here, have a look and compare) Edited September 4, 2011 by topas Share this post Link to post Share on other sites
topas 1 Posted September 5, 2011 Abs' progress on the Austrian-made ADGZ. It should be ready for texturing in the following days. In the mod, it will be used by SS Heimwehr Danzig formation. If people would want to use it in any other WW2 scenarios as a police vehicle for fighting insurgents - let me know, I'll make a non-SS, blank version too ;) Share this post Link to post Share on other sites
-=seany=- 5 Posted September 5, 2011 quality of these models and texturing are excellent, great work. Cant wait to try this. Share this post Link to post Share on other sites
belgerot 33 Posted September 5, 2011 ADGZ was still a very useful vehicle years after 1939: The PzKpfw Steyr ADGZ Armored Cars were assigned to Police detachments and SS units. In 1941, the SS ordered an additional 25 ADGZ. Delivered in 1942, they entered service in Russia and the Balkans. An interesting feature of this vehicle was that there was no "rear". Either end was capable of driving the unit. Share this post Link to post Share on other sites
Yamatoforever 10 Posted September 5, 2011 I'll make a non-SS, blank version too ;) The german users will be grateful to you for it! Thx! :cc: Share this post Link to post Share on other sites
dembol754 10 Posted September 5, 2011 I have a small question, you do a map to this mod? Share this post Link to post Share on other sites
abs 2 Posted September 5, 2011 After my ADGZ is UV mapped, I will be modelling the Sd.Kfz. 231 (6-Rad) for the mod. Would anyone be interested in tutorial videos of my modelling method (from blueprints to making the model in 3ds max to importing to o2)? Abs Share this post Link to post Share on other sites
Yamatoforever 10 Posted September 5, 2011 After my ADGZ is UV mapped, I will be modelling the Sd.Kfz. 231 (6-Rad) for the mod. Would anyone be interested in tutorial videos of my modelling method (from blueprints to making the model in 3ds max to importing to o2)?Abs YES! What question ....... Share this post Link to post Share on other sites
bars91 956 Posted September 5, 2011 tutorial videos of my modelling method (from blueprints to making the model in 3ds max to importing to o2) Bring it! Regarding the mod: well Abs and Topas at their best! Share this post Link to post Share on other sites
topas 1 Posted September 5, 2011 The german users will be grateful to you for it! Thx! :cc: The decision to replace or erase controversial symbols was made already long ago and discussed in some German forums (armedassault.de, arma2base.de). No worries, I remember about a special texture set for you, Meine Herren ;) @dembol754 We would very much like to, but we do not have a dedicated specialist to do so yet. Share this post Link to post Share on other sites
tom3kb 15 Posted September 5, 2011 In future wenn the mod will be ready for missions we can use some parts from chernarus but that not the best solution. Or maybe some mapmaker from here could make not to big map with few small viliges with fields, few roads and forests ? Nothing big and complicated just few simple viliges sorounded with forests and few roads. Share this post Link to post Share on other sites
Mr_Harding 1 Posted September 6, 2011 After my ADGZ is UV mapped, I will be modelling the Sd.Kfz. 231 (6-Rad) for the mod. Would anyone be interested in tutorial videos of my modelling method (from blueprints to making the model in 3ds max to importing to o2)?Abs Yes, I will be definitely grateful. Share this post Link to post Share on other sites
topas 1 Posted September 6, 2011 First ingame tests of the textured 4TP light tank. Modeled by Abs, made playable by Jaksa Share this post Link to post Share on other sites
tom3kb 15 Posted September 6, 2011 Looks very nice. Share this post Link to post Share on other sites
dembol754 10 Posted September 6, 2011 Nice 4tp, looks very good! Share this post Link to post Share on other sites
abs 2 Posted September 6, 2011 (edited) Nice! That's looking far better than I imagined it would. :D Abs Edit: Okay, I'll make some tutorial vids...I'm not a professional by any meaning of the word, this will just teach the techniques I use, and give viewers an insight into the way that I model. I make no claims that it is the right way or the wrong way. :p Edit II: Looks like some parts of the suspension were moved by accident. :/ Edited September 6, 2011 by Abs Share this post Link to post Share on other sites
topas 1 Posted September 7, 2011 (edited) In future wenn the mod will be ready for missions we can use some parts from chernarus but that not the best solution. Agreed. Chernarus is mostly out of question, because of it's obvious eastern setting (Cyryllic, Orthodox churches) and contemporary character (from small details like TV antennas to the architecture itself). Terrain-wise it's OK for the most part, though we have initially thought of something else. We would need to go for a totally custom setting here, and with current manpower it's impossible to achieve. Yet, we do not forget about this aspect of the mod and have even initiated work on some custom foliage. Maybe there'd be something to present sometime soon (but it's a bit low priority due to the lack of a custom landmass to set it on) Or maybe some mapmaker from here could make (...) If we wanted our ambitious vision to fulfill someday we'd need to have -Martin-, Icebraker, OldBear, Sgt.Ace and Mondkalb on board. But we'd need to pay them, I think' if we wanted a project like this becoming reality. :icon_lol: With our both feet on the ground, I'd say something modest like you described is the one thing closest to reality... (sadly) Edited September 7, 2011 by topas Share this post Link to post Share on other sites
tom3kb 15 Posted September 7, 2011 (edited) I agree with you, about trouble with island but, even a small island with simple terein/buildings such as on your link with that pictures would be great [właśnie o czymś takim myślałem jak na tych zdjęciach]. It will be little stupid making a campaign about war in Poland on Chernarus map [there is no realese date now for your mod and im already thinking about making a campaign for it:), i know that im a little too much in a hurry ;) - jeszcze sporo czasu minie zanim mod bedzie gotowy, a człowiek już kombinuje co by najlepiej pasowało, żeby wszystko w miarę grało :)], but if it will be no other choice we must use Chernarus or maybe we can find some better map for that. With a similar architecture, i must check maps on armaholic maybe something will match better. Edited September 7, 2011 by tom3kb Share this post Link to post Share on other sites
topas 1 Posted September 7, 2011 Yeah, well, it's still an open issue here - but getting all the stuff playable, like units, weapons and vehicles has the priority. If we're lucky and gain some support of a talented islandmaker - then we'll talk. We're focusing on more important aspects first. Most probably you'll be seeing updates on the Germans more frequently than before now. We need to keep the balance, and as the Polish side is more or less done it's time for the Germans to be taken care of. Share this post Link to post Share on other sites
tom3kb 15 Posted September 7, 2011 I agree with you, most important are units and vehicles, island its no so important right now. We can survive without island, its not so big problem. :) Share this post Link to post Share on other sites
ProfTournesol 956 Posted September 7, 2011 If we wanted our ambitious vision to fulfill someday we'd need to have -Martin-, Icebraker, OldBear, Sgt.Ace and Mondkalb on board. But we'd need to pay them, I think' if we wanted a project like this becoming reality. :icon_lol: With our both feet on the ground, I'd say something modest like you described is the one thing closest to reality... (sadly) Anyway, you're already a hell of a great team :) Share this post Link to post Share on other sites
Kraetzer 10 Posted September 7, 2011 You have some problems with the Tyres? The Rubber Profile isn´t correct on some Tyres :p Bake them down from highpoly instead of using a different profile on the side and groundtouching surface :o Share this post Link to post Share on other sites
abs 2 Posted September 7, 2011 ...or it can be fixed with some minor touchups with the clone stamp tool in photoshop. ;) Also, there are no high poly models. Everything is low-poly (relatively speaking) and texture work. Abs Share this post Link to post Share on other sites
Kraetzer 10 Posted September 8, 2011 (edited) You have totaly different outer wheels and running surface, clone stamp is more work. best outcomes are baking down. Even the normal map is much more improved with baking. And you can save polygones with baking cause a good bake let looks things smoother and rounder = WIN! for Perf. Another solution is the unwrap the Rubber without seams, sides of the tyre become a bit streched but without seam or rendered seam it looks much better. Edited September 8, 2011 by Kraetzer Share this post Link to post Share on other sites