Neon
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Everything posted by Neon
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Hi i Have installed the mod but i got error message about p3d missing , like m113 and uaz, and then crash does it required queens gamblit to be played? if not how could i fix it? thanks
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thanks xav Yeah its the begginning of high poly version to get the normal map
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Starting modeling hd model, it is just the begginning ,even if texture isn't finish ,it is to not do the same thing all the time excuse me if its a little too dark ,got some problem by adjusting vray [/url] ps: nephilim ,can you contact me by msn in the next day please?
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small update of my t90 http://img209.imageshack.us/img209/219/actualworkxd0.jpg http://img106.imageshack.us/img106/8498/actualwork2il3.jpg http://img254.imageshack.us/img254/2823/actualwork3ql5.jpg http://img254.imageshack.us/img254/7063/actualwork4th7.jpg http://img352.imageshack.us/img352/8253/actualwork5ld4.jpg
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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
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small update of my t90 texture : Add dirt ,bump ,refexion on the front of the chassis for now : Heavy images (400 ko) 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 )
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the new wire : http://img256.imageshack.us/img256/5316/wiret90bn4.jpg Anyone have a tutorial about rigging the tank? specially for the track ,i dont know how really it moves the mg is a kord ,i modelise it as i can ,can't really change it now
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i optimise enought to be near 15k tris ,i thinks it's good now no? i have change the wheels ,before it was 18 side ,now it's 15 the mg divide by 2 smoke luncher divide by 2 and some other little change
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they are needed for tracks deformation in animation
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here the wire ,i can easiy reduce it to 16/17k tris without major deformation if needed http://img230.imageshack.us/img230/1173/wiret90tg3.jpg
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just a question about my tank ,i am near 16 000 to 18 000 triangles , What is the max poly count for a vehicules into arma?
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small update of my t90 Texturing at 30% http://img265.imageshack.us/img265....MG]
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Depends on wich terrain is the tank In my mind it was more for jungle and sand but i will correct the color
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Yes?
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Like that? Still WIP
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T-90 WIP Texturing Here is only the basic diffuse ,almost only for the camo
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some suggestion dont know if it has already been sayed Please no marker at all for the civilian , cops know always where the civilian is heading ,or maybe a marker should be put if the civilian is near 800 meter from the cops Cops should get money when they arrest wanted people ,and pay more for killing wanted unarmed civilian. for the terror camp ,the interdiction zone for the cop should be larger ,how many time did i saw a cop camping just at the hill in front the camp, and also put one for the drug deal shop ,to avoid camping sniper cop waiting for hours that someone comes ,and just when he buy stuff the cop shoot. Cops should be able too buy workshop and shops ,cause its really hard to get 1 million in the cop side Prison helicopter should drive us to badango and not to masbette when you buy drugs ,the cops should get the message but dont turn the civilian marker red unless there is a cop nearby Able to sell a car even if you didn't buy it
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yeah its mirrored when i start modelling it I dont say no to more doc thanks
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here the wire 7800 Quads ,had a budget of 12 000 But i have to clean the line change into edit poly and reduce it
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End of modelling (i wish) of the T90 ,the model look a little strange cause i didn't found enough doc about this tank it will be very hard to unwrap this thing !
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Hi all I'm working on a t-90 So i tried to find some documentation about the soviet tank t-90 but its very poor So i tried as well to mod it (actual 3 k poly quads) but i couldn't find the right good basic shape for the torret ,i tried few hours but nothing good So maybe your eyes will se what is wrong in it
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You should notice that your campaign should be played without armaeffect mod ,cause when you are arrested and have to shoot a red barrel ,with the addon you destroy everything on 50 meters around ,even yourself
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For the barrel i also can cut it in two parts at the outbarrel With the correct animation you won't see the missing hole of polygones i first want to see when i finish to do all object how many polgone i used ,so after i will give more resolution to some pieces actual 4.3k [ig]http://img513.imageshack.us/img513/5821/53244212pf9.jpg[/img while i'm getting deeper in modelisation ,i started to think about how boring will be the unwrap
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If i do so it will give some stretch polygons (more than 6 points) so lightning problems and will be more long for unwrapping i rather like it in quads , and for the polycount i have 12 k quads of budget ,here im only at 3k