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Modelling & Animations Everything but Static Objects |
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Thread Tools | Display Modes |
2013-04-22, 15:30 | #41 |
Retired PR Developer
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Re: [Vehicle] KTO Rosomak
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2013-04-22, 16:21 | #42 |
Join Date: Apr 2010
Posts: 489
Poland
Location: Wrocław
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Re: [Vehicle] KTO Rosomak
So lets do it again
Geom 1 Lod0 6153 Tris |
Last edited by Grober; 2013-04-22 at 16:28..
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2013-04-22, 16:26 | #43 |
Retired PR Developer
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Re: [Vehicle] KTO Rosomak
Someone needs to make that info post on how to display your models far clearer as no one seems to be able to understand it correctly...
Edged faces, with textures, at different 3D angles is best. Edged faces in clay is for when the model hasn't been textured. Also you do realize your using the wrong version of Max to work with the BF2 export scripts? Your meant to be using Max9, not 2009, v9. You should seriously look into porting the model to the correct version and fixing up all the errors that go with that before doing any more lods. |
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2013-04-22, 16:36 | #44 | ||
Join Date: Apr 2010
Posts: 489
Poland
Location: Wrocław
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Re: [Vehicle] KTO Rosomak
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2013-04-22, 17:48 | #45 |
Join Date: Mar 2010
Posts: 1,413
Czech Republic
Location: Prague
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Re: [Vehicle] KTO Rosomak
Doesnt matter who exports it, it needs to get into 3dsmax 9 somewhere in the process. If you start it in more recent version, it means backporting, in which you loose all your smoothing, and it can lead to errors such as flipped or double polys etc. Someone will have to go very carefully through after the backport the model and make sure it is all right.
EDIT: Liking the model, good to see that you welded at least some of those extruded panels on front, even though it puzzles me why you didnt weld them all The only other thing I think you could optimize is the most inner cylinder on your wheels, i would collapse every other edge there, its too smooth now. Rhino please post that picture, cant seem to find it myself :P |
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Last edited by [R-CON]lucky.BOY; 2013-04-22 at 17:58..
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2013-04-22, 17:58 | #46 | |
Join Date: Apr 2010
Posts: 489
Poland
Location: Wrocław
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Re: [Vehicle] KTO Rosomak
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will do is soon btw can any one see some bugs in those scrrens? | |
2013-04-22, 19:25 | #47 | ||
Retired PR Developer
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Re: [Vehicle] KTO Rosomak
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2013-04-25, 07:50 | #48 | |
Retired PR Developer
Join Date: Apr 2012
Posts: 785
Poland
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Re: [Vehicle] KTO Rosomak
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But on the other side I highly agree that if somebody is used to 3ds Max and he is making models for BF2 engine he should use Max 9. That way he will not need to have troubles with exporting/importing it later to Max 9, or when someone else who is using Max 9 will want to look into the model to help with something. In short: all is possible, but not all is recommended. | |
2013-04-25, 08:04 | #49 |
Join Date: Mar 2010
Posts: 1,413
Czech Republic
Location: Prague
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Re: [Vehicle] KTO Rosomak
Thats good to know, could you perhaps make a tutorial for how to corectly export/import the model?
I personally never tried to port between two 3D software, but what i know is that when i uploaded models on p3d.in (using .obj format), they always lost smoothing groups regardless of what export settings i chose, and i had to manually split edges to define hard edges. |
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2013-04-25, 08:23 | #50 |
Retired PR Developer
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Re: [Vehicle] KTO Rosomak
Ye its very possible to port between versions, but what no one takes into account how much extra work it is that more importantly, no one wants to do as the orignal modeller hardly ever dose it since if they where going to put that effort in to get the model ingame they would have modelled in the correct version in the first place (most of the time), leaving it up to someone else to port it, which is very hard to find someone with the right skillset and time, leaving it normally to someone who doesn't know fully what they are doing and screwing it up big time, and all in all 9 times out of 10, the model never gets ingame as a result of it being made in the wrong version to start with.
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Tags |
kto, rosomak, vehicle, vehiclekto, wip, wippl |
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