durandal68 0 Posted March 14, 2008 DSR1 Sniper Rifle hia community after testing endless time with low skills in modding for arma, sadly i give up for now. however, i would like to show what i've tried to do. i hope, there is someone out there of the highskilled guys who can do better than me, hopefully creating a great DSR1! here are some picture of my current result, a patchwork of models, textures and configs... ...some more infos about this hightech-weapon: http://www.dsr-nr-1.de Share this post Link to post Share on other sites
Bern 0 Posted March 15, 2008 dude, if you make destructing anims for those... wow............... Well, gotta learn how to texture a model first, so the bridge isn't just all pale grey. But I'd like to make some decent destruction anims for the bridge. It's actually made of seven different object pieces, though, to get the length (full version is 820m end to end), so getting the whole lot to go at once might be somewhat tricky... Share this post Link to post Share on other sites
smellyjelly 0 Posted March 15, 2008 Sorry, I've been neglecting to work on my police car for a while. I did make some progress though with a lot of small tweaks though, and reduced the points to 2022 with 2027 faces. Anyways, I'm still not exactly happy with it, but I guess maybe I'm shooting to far, (trying to make a profesional looking model as an ammature). You can probably see that there are some strange lighted patches, are those a big deal or should I try to fix them? So, if there's nothing left to add or tweak, I could start on the interior, but I'm not sure how to start. Share this post Link to post Share on other sites
nephilim 0 Posted March 15, 2008 the model looks decent to be honest. of course theres always room for imporvement. personally id hold the work on the chassis and work on some other parts. once these are done give the chassis another spin. otherwise that model will bore you to death. Share this post Link to post Share on other sites
Casimir 0 Posted March 15, 2008 Australia Island were working on. 1600Km's. Dropped the untextured Bridge into the Harbour tonight and built the concrete docks for it (addon made by Bern)Few pics 1st pic another angle Nice bridge, almost like the bridges in 'A bridge to Far'... mhh me thinks its time for Operation Market Garden : ArmA edition :P Share this post Link to post Share on other sites
bravo 6 0 Posted March 15, 2008 I need some pro opinions here.I downloaded a simple building from http://sketchup.google.com/3dwarehouse/ and edited it some in Sketchup, then I plonked it in o2 to see if I could get it ingame. Now I'd like some opinions on my textures, not the model. As I am anti normal map it's kinda hard to get the textures looking good enough to fit into an environment that contains default ArmA structures. I just figured out how to work the UV editor a few days ago so this is the second model I've skinned. Anyone have a few tips on how to get it more realistically looking without adding normal maps? pic 1 pic 2 pic 3 Keep in mind I'm a complete newbie when it comes to modeling/texturing! Also while I'm at it, does anyone know if I'm permitted to use free models from 3dwarehouse in ArmA? If so, are credits etc required? Looks nice, giving credit is something everyone should do.. I do not know if its allowed to use in other programs. You might want to change the garage door texture, make them look different with some grafitti on them for example. graffiti on Iraq?! i don't think so.. .. instead i would add some bullet holes as effect. edit: Opteryx, i really would like to help you building some houses for your iraq map (Fallujah). Tough i'm really noob on this building subject Still i'm reading and trying to learn from those documents in wiki and the Tutorial one you shared. If you have more useful info for me i will be very glad to try it out. Share this post Link to post Share on other sites
VXR 9 Posted March 15, 2008 I need some pro opinions here.I downloaded a simple building from http://sketchup.google.com/3dwarehouse/ and edited it some in Sketchup, then I plonked it in o2 to see if I could get it ingame. Now I'd like some opinions on my textures, not the model. As I am anti normal map it's kinda hard to get the textures looking good enough to fit into an environment that contains default ArmA structures. I just figured out how to work the UV editor a few days ago so this is the second model I've skinned. Anyone have a few tips on how to get it more realistically looking without adding normal maps? pic 1 pic 2 pic 3 Keep in mind I'm a complete newbie when it comes to modeling/texturing! Also while I'm at it, does anyone know if I'm permitted to use free models from 3dwarehouse in ArmA? If so, are credits etc required? Looks nice, giving credit is something everyone should do.. I do not know if its allowed to use in other programs. You might want to change the garage door texture, make them look different with some grafitti on them for example. graffiti on Iraq?! Â i don't think so.. .. instead i would add some bullet holes as effect. edit: Opteryx, i really would like to help you building some houses for your iraq map (Fallujah). Tough i'm really noob on this building subject Still i'm reading and trying to learn from those documents in wiki and the Tutorial one you shared. If you have more useful info for me i will be very glad to try it out. Strange.. pictures of grafitti in iraq are easy to find.. Look Here too Share this post Link to post Share on other sites
opteryx 1562 Posted March 15, 2008 I'm not making Fallujah, Reblman is. I only helped him with it. Share this post Link to post Share on other sites
max power 21 Posted March 15, 2008 Sorry, I've been neglecting to work on my police car for a while. I did make some progress though with a lot of small tweaks though, and reduced the points to 2022 with 2027 faces.Anyways, I'm still not exactly happy with it, but I guess maybe I'm shooting to far, (trying to make a profesional looking model as an ammature). You can probably see that there are some strange lighted patches, are those a big deal or should I try to fix them? So, if there's nothing left to add or tweak, I could start on the interior, but I'm not sure how to start. That looks much better! Congratulations. As far as the shape of the thing goes, it's pretty nice, but could still flare out a bit more at the sides. That said, it looks like you've developed quite a firm grasp on some fundamental modelling techniques very quickly! I'm excited to see how this goes in the future! Here is how the hp model of my marder is shaping up. It still has some issues but it's almost done!! click on the small image to be lead to a larger version. Share this post Link to post Share on other sites
MehMan 0 Posted March 16, 2008 Holy moly, that looks great! How did you make those packs on the sides look so good? Share this post Link to post Share on other sites
Chip360 0 Posted March 16, 2008 Holy moly, that looks great! How did you make those packs on the sides look so good? With 4.2 Million Triangles (am I reading that correctly?) (must be High-Poly ey?) Share this post Link to post Share on other sites
nephilim 0 Posted March 16, 2008 hi-res model for normal maps..... Share this post Link to post Share on other sites
cl10k 0 Posted March 16, 2008 Hey plaintiff beautiful model! But what is that ""cannonshaped" thing in the back of the marder? I was in the Bundeswehr and never saw something like that... Share this post Link to post Share on other sites
NoRailgunner 0 Posted March 16, 2008 This Marder is one of the first variants - Marder 1A1. Bundeswehr now drives around with upgraded Marder 1A3/1A5 without this rear cannon. Next "Marder" IFV will be new Puma. The first serially produced Pumas are scheduled to enter service in 2010. Share this post Link to post Share on other sites
Chip360 0 Posted March 16, 2008 hi-res model for normal maps..... Yea, thats what i was askin when I said "high poly ey?" But it obviously was, those were just my fail-safe comments in-case I read the polys wrong like a dip (ive never worked in O2 before). Share this post Link to post Share on other sites
max power 21 Posted March 16, 2008 The cannon shaped thing at the rear of the battledeck is a remote controlled mg-3 barbette. It was present in most models of the marder 1a1. This marder was developed using reference from various marder prototype, a1s and a3s. I used the marder 3 for parts that were present on both models, but the marder a3 looks very different compared to the previous models. My marder could probably best be described as a marder 1a1a4... given its lack of updated WEG thermal periscope, and the presence of active night vision equipment. cl10k, perhaps you could tell me what that cowled apparatus is to the outside of the cannon pod, above the cannon. Is that the sight? Do you know what the use is, then, of the wired screen that surrounds it? It is 4.2 million polies. I'm about finished with it... it doesn't have all of the details on it but I think I have to stop this and just complete it with heightmaps => normal maps rather than geo. Share this post Link to post Share on other sites
nephilim 0 Posted March 17, 2008 spetsnazki! russian strong!!11eleven11! Share this post Link to post Share on other sites
maza94 0 Posted March 17, 2008 spetsnazki! russian strong!!11eleven11! Maybe you meke small GROM? PLIZZZZZZZZZZZ Â Â http://www.16wdh.pl/zrodlo/grom1.jpg http://slimak390227.blox.pl/resource/grom_1.jpg http://dfgrom.com/www/gif/logo_grom_2.jpg http://www.military.cz/special_forces/grom/grom/grom3.jpg Share this post Link to post Share on other sites
VXR 9 Posted March 17, 2008 spetsnazki!http://forums.bistudio.com/oldsmileys/icon_rolleyes.gif' alt='icon_rolleyes.gif'> Â Â http://www.16wdh.pl/zrodlo/grom1.jpg http://slimak390227.blox.pl/resource/grom_1.jpg http://dfgrom.com/www/gif/logo_grom_2.jpg http://www.military.cz/special_forces/grom/grom/grom3.jpg you might want to take away the image quote before a mod sees it Share this post Link to post Share on other sites
-HUNTER- 1 Posted March 17, 2008 spetsnazki!russian strong!!11eleven11! Cool there are three of these now. Are you doing weapons also? And how about SASRRAR dude or something, anyway with auscam I mean? Share this post Link to post Share on other sites
PuFu 4600 Posted March 17, 2008 @platiff: isn't that a bit much? 4.2 mil polies. You want in ArmA? mi28N. Still need the cockpit done. Click here for more pics Share this post Link to post Share on other sites
MehMan 0 Posted March 17, 2008 @platiff: isn't that a bit much? 4.2 mil polies. You want in ArmA? It's a high poly model that will be used to extract a normal map. Share this post Link to post Share on other sites
max power 21 Posted March 17, 2008 @platiff: isn't that a bit much? 4.2 mil polies. You want in ArmA? Share this post Link to post Share on other sites
Blackbuck 9 Posted March 17, 2008 I do believe that to be a hi res model for making maps of for the in game model... Share this post Link to post Share on other sites