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Czech Forces Discussion pertaining to the PR Czech Forces faction.

 
 
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Old 2010-01-03, 14:06   #21
sylent/shooter
Default Re: [Vehicle]9K35M

I like it... just looks like it is missing something at the back...
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Old 2010-01-05, 00:24   #22
ryan d ale

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Default Re: [Vehicle]9K35M

So beautiful.

I hope we get to see the chassis on other vehicles.
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Old 2010-01-05, 01:08   #23
DankE_SPB
Retired PR Developer

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Default Re: [Vehicle]9K35M



1. blue-filled part is not completely flat irl, see picture reference


2. proportions still seem to be off for me, launcher pods could use some more details
3. not sure here, in combat hatches will most likely be closed, because as far as i know the glass behind shield is not even bulletproof
4. antennas are closer to front and headlights


5. i would remove the mirrors tbh, there are pretty rare and you cant see them anyway unless you pop up thtough top hatch
6. wheels, iirc you need vertice in center to correctly animate moving wheel when importing vehicle into bf2
7. box on the left side, for grill i guess, is not extruded, it very close to main mesh so its better to extrude it or completely remove it, since grill can be made via texture
8. the centre symmetry edge is still there, its not needed unless you're using it as reference

engine hatch with "mushroom"



[R-DEV]Z-trooper: you damn russian bear spy ;P - WWJND?
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Old 2010-01-05, 15:40   #24
MMad
Default Re: [Vehicle]9K35M

Wow, tr00p3r, you're super productive. Good work.
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Old 2010-01-05, 21:22   #25
privatedoodles

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Default Re: [Vehicle]9K35M

looking really nice, fix the stuff up that dankE said, add some more detail and it will be looking awesome.
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Old 2010-01-06, 13:13   #26
tr00p3r
Default Re: [Vehicle]9K35M

hi, so DankE very thanks for informations and help... here ist fixed and more detailed verzion, but DanKe i dont understand your fixed numbers 1 and 7... number 8 , so remove centre enge - i cant removed it, because than object is mirrored from left side... please check it again very thanks DankE for helping and other guis for support ... model have 5750 polygons and 7286 tri cout






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Old 2010-01-06, 14:44   #27
tr00p3r
Default Re: [Vehicle]9K35M

OMG... DankE you have finished that model??? i wasnt understand you in first posts , ach lol .. anyway center edge is removed.. ... and how many tri count have your model?? is AWESOME!! .... unnecessary my work, never mind
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Old 2010-01-06, 14:48   #28
DankE_SPB
Retired PR Developer

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Default Re: [Vehicle]9K35M

hehe, thx, its ~10k tris at the moment and finished on detailing, but it will go through some optimization(thx to motherdear)


[R-DEV]Z-trooper: you damn russian bear spy ;P - WWJND?
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Old 2010-01-06, 15:35   #29
tr00p3r
Default Re: [Vehicle]9K35M

You should have wrote that the model is already finished ... ach..
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