jgbtl292 0 Posted April 10, 2013 mhhh nigth missions for what ? when the only different to the day is a green sight ? Share this post Link to post Share on other sites
seamusgod 1 Posted April 11, 2013 sort of an aside from this, but has anyone thought to do a nightvision/thermal hybrid? Is that even possible? i thought it was obvious that they're not doing fantasy crap. Share this post Link to post Share on other sites
Binkowski 26 Posted April 11, 2013 i thought it was obvious that they're not doing fantasy crap. You are one bitter individual aren't you? Share this post Link to post Share on other sites
tholozor 18 Posted April 11, 2013 Um, actually: http://en.wikipedia.org/wiki/AN/PSQ-20 Share this post Link to post Share on other sites
DaSquade 0 Posted April 11, 2013 (edited) ENVG indeed covers sort of nv and thermal. That would indeed be very handy but not sure if that would be possible (tweaking existing thermal colors and/or overlaying the two etc...). I thought there was an other topic made about this and a (small) workaround but didn't looked to realistic imho. Edited April 11, 2013 by DaSquade Share this post Link to post Share on other sites
lennard 447 Posted April 11, 2013 I did a AN/PSQ-20 model some time ago. It's nowhere near DaSquade's quality standard, but it looks a bit like it. I donated the model to Astast, so it's up to him what happens next with it. Share this post Link to post Share on other sites
astast 12 Posted April 11, 2013 I did a AN/PSQ-20 model some time ago. It's nowhere near DaSquade's quality standard, but it looks a bit like it. I donated the model to Astast, so it's up to him what happens next with it.http://img255.imageshack.us/img255/1907/jpinvg.png I might be working on something ;) Share this post Link to post Share on other sites
DaSquade 0 Posted April 12, 2013 I did a AN/PSQ-20 model some time ago. It's nowhere near DaSquade's quality standard, but it looks a bit like it. I donated the model to Astast, so it's up to him what happens next with it. Thanks for that comment, but quality isn't ideal (->painfull to reduce details from high poly model to acceptable low poly model ;) ). Never the less, looks like a very good model mate. Can i know the polycount of it please? Meanwhile (highpoly teaser)....Halfway the Wilcox paronamic mount... Share this post Link to post Share on other sites
PN11A 2 Posted April 12, 2013 You plan to use the ao map as a normal ? Share this post Link to post Share on other sites
Binkowski 26 Posted April 12, 2013 You plan to use the ao map as a normal ? He'll probably just bake the normal map from the high poly model as well as the AO map too? Good work DaSquade. Good to see you back! Share this post Link to post Share on other sites
PN11A 2 Posted April 12, 2013 Ah ok, is that a modo thing? I don't thing I can bake normals in maya, I have to either convert the ao In ps or sculpt the normal in z. Is it trial and error to figure out how much you can fake it with mapping Share this post Link to post Share on other sites
Binkowski 26 Posted April 12, 2013 I don't use maya, I use max. And in that you can bake AO, Norms, Spec, etc. etc. ad infitum. Share this post Link to post Share on other sites
DaSquade 0 Posted April 12, 2013 (edited) Yup, high poly for AO/AS and NORMAL maps. Been out of the loop a bit and could use some leasons from my friend(s) regarding modo...(you can bake all kinds of textures including your _co based on the high poly model). Might stick to what i know, it did the job in the past... Still love modo, sort of user friendly but feels good. And thanks Binkowski :) @PN11A: you can fake a lot with normal maps and it is best to use it where possible. But sadly it can't fake outer 3D (displacements, at least i don't know arma 3 supports it...). Biggest problem will be to reduce the low poly model to the bear minimum (always hate that part :)). Still why to heavy atm...4xcilinders are always poly eaters. Any idea what a reasonable tricount would be for it? (yes most of the time i make my stuff next gen. compatible..haha). Edited April 12, 2013 by DaSquade Share this post Link to post Share on other sites
PN11A 2 Posted April 13, 2013 wow thats pretty handy, I might need to look into using ads. Share this post Link to post Share on other sites
seamusgod 1 Posted April 13, 2013 Yup, high poly for AO/AS and NORMAL maps. Been out of the loop a bit and could use some leasons from my friend(s) regarding modo...(you can bake all kinds of textures including your _co based on the high poly model). Might stick to what i know, it did the job in the past...Still love modo, sort of user friendly but feels good. And thanks Binkowski :) @PN11A: you can fake a lot with normal maps and it is best to use it where possible. But sadly it can't fake outer 3D (displacements, at least i don't know arma 3 supports it...). Biggest problem will be to reduce the low poly model to the bear minimum (always hate that part :)). Still why to heavy atm...4xcilinders are always poly eaters. Any idea what a reasonable tricount would be for it? (yes most of the time i make my stuff next gen. compatible..haha). with normal maps, it could go as low as two thousand for a model that size, because it still has lots of intricate details. that's taking into account you will be making scaled lod models. cause if not, it'll need to be even lower. Share this post Link to post Share on other sites
pathetic_berserker 4 Posted April 14, 2013 I'd love a version of these that took advantage of my triple head ;) Share this post Link to post Share on other sites
DaSquade 0 Posted April 14, 2013 (edited) I'd love a version of these that took advantage of my triple head ;) One of my reasons i making it (realistic triple head NV screen display)... Sorry for the (high poly) teasers, but almost done. Still need mounting plate and depending on what can be shared cables/batterypack/helmet. Edited April 14, 2013 by DaSquade Share this post Link to post Share on other sites
CameronMcDonald 146 Posted April 14, 2013 As much as I despise how those things look, that looks like one hell of a clean mesh, Dasq. Great stuff. Share this post Link to post Share on other sites
HorbeySpector 164 Posted April 14, 2013 that looks so freaking awesome. can't wait. Share this post Link to post Share on other sites
lennard 447 Posted April 16, 2013 Thanks for that comment, but quality isn't ideal (->painfull to reduce details from high poly model to acceptable low poly model ;) ).Never the less, looks like a very good model mate. Can i know the polycount of it please? Meanwhile (highpoly teaser)....Halfway the Wilcox paronamic mount... Yeah true that. Although Modo has many useful tools that make life just a bit easier when it's about retopology. The polycount of my model is 3,4K including the mount, battery, straps etc. Share this post Link to post Share on other sites
Meatball0311 79 Posted April 17, 2013 :dancehead:... makes me want to dance.... Share this post Link to post Share on other sites
sabre 244 Posted April 17, 2013 Great work DaSquade. Share this post Link to post Share on other sites
DaSquade 0 Posted April 17, 2013 (edited) Low poly model (for the moment just under 5k tris witch is acceptable in my eyes)... Some quick AO bake and non transparent lenses... Edited April 17, 2013 by DaSquade Share this post Link to post Share on other sites
papanowel 120 Posted April 17, 2013 Still very nice on low poly! Good job as usual. Share this post Link to post Share on other sites