Jump to content
Sign in to follow this  
adumb

WIP: stuff you are working on!

Recommended Posts

VXR: Hm, I would like to see your pictures too (I am a tester for maatz projects), but I cant see the pictures because it requires login... huh.gif

Share this post


Link to post
Share on other sites

yeah those are really nice and useful ;-)

check your PMs mate :-P

Share this post


Link to post
Share on other sites

@VXR

Could you make one painted white and one painted red?

And then place them after eachother...

Share this post


Link to post
Share on other sites
@VXR

Could you make one painted white and one painted red?

And then place them after eachother...

I also have those in mind, often those are made of plastic filled with water I believe.

Jersey Barriers (Plastic)

Share this post


Link to post
Share on other sites

fastshitmodel.jpg

An quick model, more to come soon. wink_o.gif

Share this post


Link to post
Share on other sites

small update of my t90 texture banghead.gif :

Add dirt ,bump ,refexion on the front of the chassis for now :

Heavy images (400 ko) whistle.gif

http://img413.imageshack.us/img413/7561/rendu1hh4.jpg

http://img215.imageshack.us/img215/2156/rendu2rp4.jpg

http://img409.imageshack.us/img409/9784/rendu3nh1.jpg

http://img248.imageshack.us/img248/228/rendu4yh7.jpg

Metal scratch should also reflect but dont work in vray for the moment ,dont know why exactly

Here is one of my reference for the bump ,taken directly by photo on a tank with a little photoshop retouch for the font color

http://img444.imageshack.us/img444/3464/metalvertcopieba4.jpg

Please comments (but by using simple words please ,my english isn't so good biggrin_o.gif )

Share this post


Link to post
Share on other sites

for this moment no ,cause i exploded polycount ,when texture will be finish i will have to make a special optimisation for arma ,cause the t90 is for two engine : Crysis and arma

I'm still looking how rig the tracks ! if anyone have a tutorial please give me the links

Also my render use a 4096 map ,for arma it will be 2048 confused_o.gif

Share this post


Link to post
Share on other sites

The tank's bump-map is too much in those shots, and the paint seems too specular. You're getting specular artifacts which would likely twinkle all over the place if that render was animated.

That bump map has a great deal of lighting information in it and not a whole lot of height information. You might try out a free program called crazybump, and take the original source of your bump map and feed it in there. You might get a more accurate representation of the surface with a little tweaking.

Share this post


Link to post
Share on other sites

I see that the tank wheels are direct copies of each other. If you look at one, and then another it looks exactly the same with regard to scratches and mud, etc... Maybe you might want to rotate some of the wheels to break up the monotony.

As well, have you finished the model? I only ask because the wheels seem to be floating in mid-air right now.

Apart from that, I really like the way the tank is coming along! It's great to see more people making models from scratch and getting them in-game.

Abs

Share this post


Link to post
Share on other sites

Well our ruskiye druzhya (russian friends) from flashpoint.ru have shown some new screenshots of their wonderful looking landing Hovercraft here.

http://img180.imageshack.us/my.php?image=inter5vd4.jpg

http://img250.imageshack.us/my.php?image=inter7pa3.jpg

I'm not sure but I think they are receiveing some help from Gnat so I hope the quality of their work will be as good as these screenshots promise.

Also from their comments in the original post (for those that can understand russian):

http://www.flashpoint.ru/forum....unt=219

and for those who don't:

Model and textures     99% done

LOD                         95% done    

Config                      50% done

scripts                      0%  done

I say Good work to you, druzhya!!!!

Share this post


Link to post
Share on other sites
VXR was refurring to the 'tennis-court' netting that is hanging over the open parts on the bunker. Like said, to prevent grenades beeing thrown into the bunker...

ah now i know. thanks wink_o.gif

dude, when i was in iraq, if this is what im thinking of.. the "tennis court netting"  was cammo netting and it made the guys less visible to snipers... not so much of the fact for grenades... cause ive never seen fencing or any other kind of "grenade barrier" like that at guard posts... unless its some new stuff they've started doing...

Share this post


Link to post
Share on other sites

Been working on improving the StarGate mod models, i know the mod's not everyones cup of tea but ArmA's the perfect engine for its development.

stargate2.jpg

Untitled-2.jpg

Share this post


Link to post
Share on other sites

Too bad the ArmA soldier is incapable of holding anything but an M16..gah!

Looks like good progress though.

Share this post


Link to post
Share on other sites
gratz

here my screenshot (without textures and stuff, and a few details are still not there..)

[**Do not quote pictures please read the forum rules - Moderator Rhodite**]

in what model prog did you make it ? background looks like catiav5 but there could be more programs using it ofcourse

Share this post


Link to post
Share on other sites

EOTech 553 model:

eot1.jpg

eot2.jpg

eot3.jpg

LOD 0.00: 1228F/1232P (mix of tris-poly).

LOD 0.25: 1076F/1073P (mix).

LOD 0.50: 839F/859P (mix).

LOD 1: 470F/477P (mix).

LOD2: 227F/233P (mix).

LOD3: 97F/97P (mix).

LOD4: 30F/24P (mix).

LOD5: 15F/12P (mix).

ShadowVolumeLOD 1.00: 2300F/1170P (tris).

Textures: -1024x1024 (main).

-1024x512 (holo+glass).

->Problem: shadow is casting on my lens. Don't know how to fix atm. Help!

Share this post


Link to post
Share on other sites

@Dasquade: I just had an idea about the shadow issue. When I have issues with shadows casting where I don't think they should be, I reverse the shadow lod faces (so in effect the shadow lod is inside out). That sometimes fixes the issue. Sorry I forgot to mention that to you on MSN when you asked about it, it only occured to me now.

Share this post


Link to post
Share on other sites

2219533977_d5ef068a41.jpg

Testing... not sure if flickr allows you to remote link your images...

2220326988_a5d3778c41.jpg

But this is my first island, Santorini... so far

I know the detail textures need to be done, I basically applied one texture to the whole island just to test it out.

Share this post


Link to post
Share on other sites
@Dasquade: I just had an idea about the shadow issue. When I have issues with shadows casting where I don't think they should be, I reverse the shadow lod faces (so in effect the shadow lod is inside out). That sometimes fixes the issue. Sorry I forgot to mention that to you on MSN when you asked about it, it only occured to me now.

Oh thank you Jackal.. That explains alot for me smile_o.gif

Share this post


Link to post
Share on other sites

@Jackal: Hm, might be a fix but somehow i don't understand (->Will continue on MSN if i catch you).

An other scope in the making:

zenith1.jpg

zenith2.jpg

zenith3.jpg

whistle.gif Was supposted to make the shortdot, but used wrong ref. pictures. So 'a Zenith' instead of Shortdot...

sad_o.gif 1409F/1359P (mix poly-tris), decided to keep LaRue low poly.

Only one lod yet.

Share this post


Link to post
Share on other sites

Whats wrong with the zenith models HeHe? I like the LaRue mounts. That would go really well with one of Sam's M4s whistle.gif

I still use that Elcan Specter you made for personal addons in OFP ^^

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
Sign in to follow this  

×