xnodunitx 0 Posted October 7, 2007 You're working several addons, some part of mods and you get bored with UV'mapping and texturing so whats the responsible thing to do? (not really) Start another one. Some time ago I had made a small and simplistic structure, a Nublar Utility Shed from the first JP snes game. I decided for the heck of it to remake it, the mesh is much cleaner this time around, anyway, pic time. (Sorry if anyone goes blind) And a wireframe so I don't get the pointing finger. Tris- 1,206 Polies- 626 No interior work besides the floor done yet. Share this post Link to post Share on other sites
opteryx 1562 Posted October 7, 2007 a sublte request too fill your islands opteryx? Yes. Imagine having to fill this up with ArmA buildings ...... doesn't give you much variation. Share this post Link to post Share on other sites
PSYCHOSIM 0 Posted October 7, 2007 Opteryx, your map looks fantastic...... Share this post Link to post Share on other sites
Guest Ti0n3r Posted October 7, 2007 I feel the same way about ArmA buildings. I just wish BIS would release the buildings from Terrain Pack 3 to the public. But will never happen =( Share this post Link to post Share on other sites
Gedis 0 Posted October 7, 2007 coming back to Mi-28 Havoc... how many versions you guys knew of Havoc? ok, there they are: Mi-28 (prototype) Mi-28A Mi-28N (integrated night fighting capabilities, new gunner's optics) Mi-28N updated (changed frontal gunner's optics - now completely spherical) Mi-28NE (export version) Mi-28NE updated (slightly modified export version) I had to make a folder for each model of photos... jezus! Heh, i still want to find Mi-28N's in-service photos... Share this post Link to post Share on other sites
Blackbuck 9 Posted October 7, 2007 I can help with that IF i can scan in some pages from this without breaking the spine of the book. There's a whole chapter on the 28n. Share this post Link to post Share on other sites
Maddmatt 1 Posted October 7, 2007 I can help with that IF i can scan in some pages from this without breaking the spine of the book. There's a whole chapter on the 28n. If a regular scanner is going to break it, you could try using a good digital camera or cellphone camera. 3 mega pixels should do the job alright. Or you could just hope it doesn't break, it should be strong enough Share this post Link to post Share on other sites
Blackbuck 9 Posted October 7, 2007 Hmm forgot I had my camera lol :P 7MP should be better than 3 :P Share this post Link to post Share on other sites
xnodunitx 0 Posted October 8, 2007 Very nice, I was wondering if anyone would do a thing such as ramps, considering Arma's better suspension (though it needs bouncing), it could make some great offroadness, just download the editor extra and place a few dirt piles and hop into a humvee or UAZ, good fun. Share this post Link to post Share on other sites
Johannes 10 Posted October 8, 2007 SiSi NoNo zizi ar looks good. always something usefull Share this post Link to post Share on other sites
Jarvis 0 Posted October 9, 2007 Footmunch what ever happened to that F-16? Share this post Link to post Share on other sites
digitalcenturion 20 Posted October 10, 2007 More progress, have changed really alot on the main fuselage, perhaps not immediatly visible but it is much more realistic now, looking back at the first mesh is pretty funny now. I have watched a ton of differant photos and always try to make sure i get every detail as realistic as possible. I'm still lacking a good picture of the exhaust thingy on the back so that is problematic, also finding good source pictures on the NEW AT-9 assembly is a problem right now. The interior is also a bit problematic but atleast i have some stuff on that. As for the space for the soldiers well i have no idea how that will look, from the hatch shape to the interior, so any pictures are welcome. BUT, that said, i am now about 75% complete on the model and that is great news... Share this post Link to post Share on other sites
Punisher5555 0 Posted October 10, 2007 Can you post a "head-on" view of that 28? Your model just looks too skinny. The 28 is a pretty big hefty machine. Share this post Link to post Share on other sites
nephilim 0 Posted October 10, 2007 do you just look at the photos and try to match it freehand in your 3d app?? like pi*thumb as we say here in germany. if you have good photo reference simply do a camera match its bit fuzzy to get the FOV and the lenses right but you can extract those from the photos meta data Share this post Link to post Share on other sites
Commando84 0 Posted October 10, 2007 nice looking mi-28, i dunno if its to skinny but windows on the sides look too small. But i like the model, really nice! Share this post Link to post Share on other sites
Gedis 0 Posted October 10, 2007 @DigitalCenturion, read your private messages! and watch that video Share this post Link to post Share on other sites
digitalcenturion 20 Posted October 13, 2007 I watched the video, great stuff, thank you! Still no look at the cargo compartment but oh well... Share this post Link to post Share on other sites
Casimir 0 Posted October 13, 2007 Started doing a Comanche to stick in there OMFG that looks awsom!!! Share this post Link to post Share on other sites
Sentry 0 Posted October 13, 2007 a good WIP of the Tiberian Genesis Mod GDI Wolverine Model by Sam Textures by Nodunit here the pictures: [/img]http://www.armatechsquad.com/tiberian-genesis.org/gallery/wip/gdi_wolverine.jpg[/img] [/img]http://www.armatechsquad.com/tiberian-genesis.org/gallery/wip/gdi_wolverine2.jpg[/img] the "original" http://cybergooch.com/images/tibsunarchive/wolverinefiring.jpg peace through power Sentry Share this post Link to post Share on other sites
xnodunitx 0 Posted October 14, 2007 The machine gun 'mag cylinders' are going to be modified scratchwise ^.-; Thats around my...well actually second 'finished' texture, the jeep and whatnot were all exceedingly early wip so sorry if I let ya down this time folks. Anyway...I really need to stop playing old games and get back to texturing... ...Derceto.. EDIT: Model modified quite a bit, post edited, contents shown in below post. | | v Share this post Link to post Share on other sites
nephilim 0 Posted October 14, 2007 the house is quite small... normally walls are about 3 meters high. with yours its barely 2 meters @sentry whats the polycount on this one? the gun belts could be done over a simplifed normal map Share this post Link to post Share on other sites
xnodunitx 0 Posted October 14, 2007 Yeah, structures are definately not my general thing, this is the third structure in all though their all still at starts. I'v been in debate on wether or not Derceto is small, I think I need to upside the entire model a bit. And it needs plenty of tweaking. I'm thinking I might upsize th entire model and make the topmost part wider for starters, that does look off now that I really look at it, though it could be the angle..don't think it is though. EDIT: Yeah widening the top made one heck of a visual difference. http://img120.imageshack.us/img120/7070/dercfix11fa3.jpg Better? Current polycount 1,587. Curren tri count 2,998. My main concern about making the structure too high is the fear of Arma's geometry limit..though I don't think it has quite reached nearly that high yet.. EDIT #2: Oh and the Wolverine given to me orginally with its high version model parts included is around 4,147 the changed one is 4,554 all parts included and nothing missing. I may still tweak a few things and use normal maps to suppliment them to lower it even more for the smaller bits such as the brownish grey boxes on the sides of the arms. http://img157.imageshack.us/img157/3272/bulon8.jpg This was the original, I was having trouble with its UV part because it always had stretch marks that didn't look so pretty..I decided to redo the feed as seen above to a more accurate representation. I have the LOD ones as well as you can see, though the offscreen one is a box conforming to the shape. I am still in debate on wether or not I will simple make a feed of HD bullets as seen above and use it for a normal map provided I have better luck with this other feed. The reason I did it was mainly due to space on the UVmap, that is to say what little there is and I'm not really keen on moving several things around just to fit it, in the end the single bullet texture looked more appearing and was easier on the UV map. But like I said, with any luck this next box will give me a better time. So using it for normal maps isn't out of the question IF things work out. I'd be more worried if the change of count was overly drastic but its really not. Share this post Link to post Share on other sites
nephilim 0 Posted October 14, 2007 yea much better maybe move those windows in the front top a bit more upwards (like youd mirror then upside down) right now theres less space at the bottom than at the top its usually the other way around btw if youve used beveleing for eg framework make sure you detach such frames and just stack them it will help to reduce polycount alot! Share this post Link to post Share on other sites
xnodunitx 0 Posted October 14, 2007 Not quite sure what you mean about the windows..I'v been working on the structure a bit more, I decided that for interior purposes I would make most of it all one mesh, not including the window bars mind you. As for the parts jutting out from the walls, no those are not bevelled, I never bevel if I can avoid it. Instead I made the wall and then a box for the part and deleted the unseen faces and left it as that to preserve the count a bit more. Heres an update of the current more upgraded version, wireframe included. I'm afraid you'll have to ignore the odd shadowing in the second pic..not sure why that happened but you can see how the wall faces skip past the 'bevelled' edges, I only do not do this if its a must, like the top window. Either way It's going to have the four faces joined to it. Also don't mind the door, I just forgot to up that part -.o; Current count, everything included minus the reference model. Tri's- 3,014 Faces- 1,578 I can't really move the windows up much higher because as you can see, the extrusion on the sides is either just under or lined up with the porch, if I move it any higher it'll be off. I blame Prezgt for the design. Share this post Link to post Share on other sites