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Burncycle

CVR(T) Scimitar

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Light British Recce vehicle I've been fiddling with for a while.

I'd like to see it in ArmA, but unfortunately I can't do anything else with it. If anyone can assist (texturing, etc) I can send you the files.

15,175 polys (20,450 with Bar Armor)

s1xw1.th.png

s2ap2.th.png

And for those who fancy a little more protection, a version with slat armor! (Doubt it would do much good in game of course)

s3kt4.th.png

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Very nice, I wonder how long it took you to make that in Milkshape. Also, unwrapping is going to be a pain in the ass.

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15k polys..sounds ok, but on the other hand...sounds pretty much imho if i base my WIP car is around 17k, has dual weapons on mounts, open interieur, crazzy rollbar frame, 6 wheels and lots of lots of (overkill) detail like example 2k of bolts smile_o.gif .

I'm don't want to break your model..looks overall very good, but something went wrong imho if i compair.

Feel free to bring your model to the 'stuff your working - bodyshop' topic and bring some wires if you can.

Again, no breakdown...just free advise.

One thing i can suggest from a 5sec look, is to make the center wheels as single wheel instead of two individual once. Imho the 'gap' isn't a mayor detail. Meaning, for the polys you gain their you can add smoother (more segments in side view) for the same money. As the 'corner' wheels look much more smoother. Just a mather of balancing the smoothness of your model to the same level.

Anyway, good WIP. Good luck.

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Is this that cheap ass one made out of plastic? rofl.gif

jk

Very nice model!

notworthy.gif

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Also you can save loads of faces by getting rid of the front drive cogs and replacing them with a round wheel with 2 flat square faces with the cogs made with alpha channels textures

Looks like you have the vents also modelled which again could be basic blocks with textures that look like vents!

Best thing to do when modelling is large details need to be made with polys whilst every other detail, nuts bolts, vents, dents etc can be made with the texture work.

Good model though mate and best of luck with it. wink_o.gif

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Thanks for the comments everyone

DaSquade,

The track assembly (tracks, roadwheels, sprockets, idlers, and suspension) make up nearly 11,000 polys -- the rest of the tank (hull, turret, gun, misc details) only about 4,000 polys. That may be why it doesn't look like it should have such a high poly count.

I went ahead and removed the double roadwheels and made them single roadwheels, but since all the detail was on the outer wheel it didn't save many polys. In fact, when I increased the number of sides in the cylinders from 12 to 18 to make them look rounder, it actually ended up increasing the overall poly count. Maybe 16 sides would be better smile_o.gif

jeftec,

Thanks for the advice about alpha transparencies. I wasn't sure what I had to model in and what I could leave to that since I don't have any experience texturing (Modeling is relaxing... I tried unwrapping once and that frustrated the hell out of me, never mind texturing!wink_o.gif, so I erred on the side of modeling in the details.

I deleted the louvers on the vents, but it didn't make much of a dent. I guess I need to concentrate on the track assembly to lower the overall polycount any significant amount, especially with regards to the sprockets as you mentioned. One of the earlier versions had much simpler sprockets, but people mentioned they didn't look like the real ones, which is what originally prompted me to add a little more detail.

I'll fiddle around more with the track assembly and see where else I can optimize.

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yeah i had a feeling the two idlers (if those are what i think) are the poly eaters. Always looks beautifull modelled like now, but you might want to lower it in detail or go alpha.

Imho 16 segments are the way to go...i mean..16-8-4 if you lower in lod. If model allows go higher like 24 or even 32.

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Looks quite decent but i think 15k is a bit much especially if there is going to be more then one on screen. Most of the details can be baked in with normal maps and amplified with texture work. for example the turret seems to have a lot of sides, knocking it down to about a 10 sided cylinder should decrease the poly count and still keep a decent silhouette.

You should try and get in the habit of unwrapping your models because it pays off in the long run when you can say you did all the work, keep it up.

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Np on the comments my friend and yeah i know what you mean about uv-unmapping! Its does pay off in the end though even though some items such as spheres are a pain to unwrap! With the tracks you can again save loads of faces by deleting the teeth parts of the tracks and again making them from alpha channels in the textures, they really only need to be made up of a one sided face following the track all the way round. Best thing to do is open up the example tank that BIS supplied and check with that! Good luck fella!

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a few hundred polygons less will make hardly any difference at all. texture sizes and shaders used is more important than overall polycount anyways

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Aye its a nice scim

Tracks and wheels ... the tracks dont animate rather the texture animates around them .. so having modeled teeth is pointless as they will never move .. as sugested use alpha textures to cut holes in track and wheels .

only thing that shouts out is the sight looks a bit small and squared

*edit ..and the extinguishers can be simplified i think

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yeah i had a feeling the two idlers (if those are what i think)

front one is the drive sprocket, the rear is the track return roller - the idlers sit at the top and just hold the track in position, hence the name idler - the CVRT series are a tad on the small side, so do without idlers.

nothing much to add above what the other two UKF lads said and the others here. It looks pretty spot on for a Scim, which is of course a good thing

the only thing that shouts out, which everyone's said so far is losing the detail on the sprocket and rear return and increasing the number of sides on the boggies so they look rounder. You could also probably lose the feed gulley (or whatever the hole down the center of the bogeys is called) and use a simple dark texture to fake it, but that's really personal choice - Once you start bolting on all the rpg fences you might be grateful for some spare polys smile_o.gif

rpg caging looks very good too - nicely detailed and researched. They've also begun adding what can only be described as perforated metal screens behind the cages - what their purpose is I'm not entirely sure, but you'll see a few examples knocking about here and there.

keep it up thumbs-up.gif

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They've also begun adding what can only be described as perforated metal screens behind the cages - what their purpose is I'm not entirely sure, but you'll see a few examples knocking about here and there.

Mate they had that long before the slat armour; there were vehicles in Telic I with it. It's a composite add on armour kit made by an Israeli company called Plasan Sasa.

IIRC it was discussed in some depth with regards to Ben's Scim. wink_o.gif

Edit:- I echo what my colleagues have said Burncycle, your model's very nice. Good work.

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we did? I'm getting forgetful - only pics I could recall off hand were the ones with the slat above it, so I assumed it came as a pair tounge2.gif

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From what I understand, the holes in the perforated armor are designed to impart asymmetric stresses on a penetrator, encouraging it to yaw and break up, thereby reducing it's effective penetration. The distance between the holes and their diameter are "tuned" to a particular threat class, for example 12.7mm

Quote[/b] ]Tracks and wheels ... the tracks dont animate rather the texture animates around them .. so having modeled teeth is pointless as they will never move .. as sugested use alpha textures to cut holes in track and wheels .

Ah ok, I wasn't sure how ArmA handled it.

I deleted the teeth and beveling on the tracks, roadwheels are now 16 sided, simplified the drive sprocket and return roller, deleted backfaces here and there and other minor optimizations...

testij0.th.png

The new poly count is 11,301.

I might still need to mess around with the sprockets depending on how the alpha channels work...

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you could go much further with the drive sprocket - Like jeff said, a double sided flat plane either side with a cylinder connecting the two, and then an alpha channeled drive sprocket texture placed on top. You'd only really know once you got up close.

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Not spent much time playing arma , few hours runing about or riding in Sp@ced's little birds in MP games

Came as quite a shock to see the Vulcans running gear with its fully modeled drive sprocket and idler ... i spose it would be worth trying it with the orriginal wheels you modeled .. if it runs like a shed then go with the simple ones .

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you could go much further with the drive sprocket - Like jeff said, a double sided flat plane either side with a cylinder connecting the two, and then an alpha channeled drive sprocket texture placed on top. You'd only really know once you got up close.

Something like this?

sprocketua2.th.png

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the flat faces can be square, as the alpha channel will hide the fact that it's just a square face - but otherwise, yes, like that smile_o.gif

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Alright, the model is pretty much finished (I think I still need to add a jerrycan but I can do that tonight).

If anyone is willing to help with the unwrapping and skinning I can post the model for download in .ms3d or .3ds format

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