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Old 2013-03-20, 12:40   #31
ddeo
Retired PR Developer
Default 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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Old 2013-03-20, 16:55   #32
[R-DEV]​Tim270
PR:BF2 Developer

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Default 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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Old 2013-04-20, 21:17   #33
Grober
Default 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?
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Old 2013-04-20, 21:25   #34
Grober
Default 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.
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Old 2013-04-20, 23:24   #35
lucky.BOY
Supporting Member

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Default 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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Old 2013-04-21, 05:12   #36
waldov

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Default Re: [Vehicle] KTO Rosomak

Model is coming along nicely!
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Old 2013-04-21, 14:24   #37
Grober
Default Re: [Vehicle] KTO Rosomak

Geom1
Lod1
5072 Tris
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Old 2013-04-22, 14:44   #38
Grober
Default Re: [Vehicle] KTO Rosomak

Geom2
Lod0
4874 Tris
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Old 2013-04-22, 15:01   #39
[R-DEV]​Tim270
PR:BF2 Developer

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Default Re: [Vehicle] KTO Rosomak

Need wireframes to really give good crits.
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Old 2013-04-22, 15:17   #40
Adriaan
Retired PR Developer
Supporting Member

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Default 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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