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Modelling & Animations Everything but Static Objects |
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Thread Tools | Display Modes |
2013-03-20, 12:40 | #31 |
Retired PR Developer
Join Date: Apr 2012
Posts: 785
Poland
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Re: [Vehicle] KTO Rosomak
Indeed no zfighting occured. We have tested this vehicle in last summer holidays, this is the only screenshot left I have http://warsztat.gd/screens/c4681f032...a3b7040761.jpg I did not notice any zfighting at that time.
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2013-03-20, 16:55 | #32 |
PR:BF2 Developer
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Re: [Vehicle] KTO Rosomak
It will be noticeable from above and if you walk back further but totally negligible as the player will never really see it as its mostly stuff that would be seen from the top.
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2013-04-20, 21:17 | #33 |
Join Date: Apr 2010
Posts: 489
Poland
Location: Wrocław
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Re: [Vehicle] KTO Rosomak
I have a question i have a glass for front lights and there is geometry behind it
can it be part of main body or i should detach it? |
2013-04-20, 21:25 | #34 |
Join Date: Apr 2010
Posts: 489
Poland
Location: Wrocław
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Re: [Vehicle] KTO Rosomak
Geom 0
Lod0 1637 Tris Geom 1 Lod0 6153 Tris If any one would like to check it in max or somthing is it ok PM me. |
2013-04-20, 23:24 | #35 |
Join Date: Mar 2010
Posts: 1,413
Czech Republic
Location: Prague
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Re: [Vehicle] KTO Rosomak
I think you can make those headlights visible through alpha and it will work alright. The geom0 lod0 seems far from done to me, you need to think more on what parts wont be visible to the driver and gunner, like the sides of the hull, all the front bits on mirrors and the vent extrusions etc, sides of turret can go as well id say, as gunner wont see them and if driver's view will be on top of turret he wont see them. some parts you shouldnt have erased, like the inward pointing bits on the back, this can be seen by gunner or driver i think.
Mor importantly, you should use the tris you saved by deleting all the stuff, you should make the barrel much more rounder, along with other cylinders on the turret, and possibly weld some things together and chamfer those edges that are right in players faces. You can pm me the max file and ill have a more troughout look at it, if you want. |
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2013-04-21, 05:12 | #36 |
Join Date: Jun 2012
Posts: 717
Cape Verde
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Re: [Vehicle] KTO Rosomak
Model is coming along nicely!
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2013-04-21, 14:24 | #37 |
Join Date: Apr 2010
Posts: 489
Poland
Location: Wrocław
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Re: [Vehicle] KTO Rosomak
Geom1
Lod1 5072 Tris |
2013-04-22, 14:44 | #38 |
Join Date: Apr 2010
Posts: 489
Poland
Location: Wrocław
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Re: [Vehicle] KTO Rosomak
Geom2
Lod0 4874 Tris |
2013-04-22, 15:17 | #40 |
Retired PR Developer
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Re: [Vehicle] KTO Rosomak
As Tim said, edged faces from a few different angles would be helpful, ideally so that all sides are in view at some point. Also recommend using a med/dark grey background instead of black (will make details more visible) and perhaps make the edged shots with a flat colour/grey mat instead of textured.
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Tags |
kto, rosomak, vehicle, vehiclekto, wip, wippl |
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