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Old 2017-06-11, 18:25   #41
CaptMiller
Default Re: Deir Ez Zor [4km]

New house, at this time all UVs works good

1380 tris


reference

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Old 2017-06-11, 22:18   #42
CaptMiller
Default Re: Deir Ez Zor [4km]

How to make texture for camo net ? is there some tutorial ?
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Old 2017-06-12, 03:48   #43
[R-DEV]​rPoXoTauJIo
PR:BF2 Developer
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Default Re: Deir Ez Zor [4km]

Quote:
Originally Posted by CaptMiller View Post
New house, at this time all UVs works good
1380 tris

That's something better we've seen here before
Can post wireframes and UVs?
Quote:
Originally Posted by CaptMiller View Post
How to make texture for camo net ? is there some tutorial ?
As for this, you just doing your camo mesh just like any other mesh, and on final export need to use texture with alpha channel as transparent one, and setting Transparency to 'Alpha Test' for mesh.

assetruler69: I've seen things you smurfs wouldn't believe. Apaches on the Kashan. I watched burned down tank hulls after the launch of the single TOW. All those moments will be lost in time, like tears in rain.
Time to give up and respawn.
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Last edited by [R-DEV]rPoXoTauJIo; 2017-06-12 at 03:59..
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Old 2017-06-15, 16:58   #44
CaptMiller
Default Re: Deir Ez Zor [4km]

Military barrier block, height is 3.5 metres


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Old 2017-06-15, 17:02   #45
Rhino
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Default Re: Deir Ez Zor [4km]

cool, but your missing the lifting wires/hooks at the top. You should also export a bunch together to reduce draw calls, have more optimised LMs and remove hidden faces betweens one next to each other. I also believe that the back should also have that foot as well as the front. Also any chance of an edged frame pic?

Also what textures did you use?

I also suggest you read this tut, has lots of helpful tips/info that will help you with making statics: https://www.realitymod.com/forum/f18...-hesco-v2.html

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Old 2017-06-15, 19:54   #46
CaptMiller
Default Re: Deir Ez Zor [4km]

Quote:
Originally Posted by [R-DEV]Rhino View Post
cool, but your missing the lifting wires/hooks at the top. You should also export a bunch together to reduce draw calls, have more optimised LMs and remove hidden faces betweens one next to each other. I also believe that the back should also have that foot as well as the front. Also any chance of an edged frame pic?

Also what textures did you use?

I also suggest you read this tut, has lots of helpful tips/info that will help you with making statics: https://www.realitymod.com/forum/f18...-hesco-v2.html
I didn't add lifting hooks, because it probably can take a lot of polygons, I gonna make long walls consisting of this blocks, so that can take really a lot of polys because of hooks )

I saw the tutorial, but so far I have not studied, since it takes time for translation, still low level of eng

I used mecity_c, mecity_de textures

Also want to show remastered guard tower with alfa camonet)


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Old 2017-06-16, 19:56   #47
CaptMiller
Default Re: Deir Ez Zor [4km]

2 new static in editor

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Old 2017-06-16, 20:04   #48
[R-DEV]Mineral
PR:BF2 Lead Designer
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Default Re: Deir Ez Zor [4km]

These statics are a massive improvement! Great work. Although like Rhino said some more detail would be great.

I would also definitely include some more dirt layers in those statics. Some cracks, bullet holes etc would make it much more natural in the warzone.

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Old 2017-06-16, 22:44   #49
CaptMiller
Default Re: Deir Ez Zor [4km]

ok, will show screens with wireframe in next days

Small queston:

Those small sandbags on tower is too glossy, think I should use some Alfa texture, but which I can use for this ?( first texture is green tent texture)
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Old 2017-06-18, 10:17   #50
mries
Supporting Member
Default Re: Deir Ez Zor [4km]

I like how the tower has quite a lot of cover and still a high FOV for a soldier, atleast what I could see from the video.

Im learning Russian now and would like to help you translate but currently I am far from competent to be able to do proper translates.. So keep practising the English, if you want/have time I can introduce you to my teacher (using Skype), she also teaches English for Russian speakers.

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