2017-06-11, 18:25 | #41 |
Join Date: Apr 2016
Posts: 401
Russian Federation
Location: Moscow
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Re: Deir Ez Zor [4km]
New house, at this time all UVs works good
1380 tris reference |
2017-06-11, 22:18 | #42 |
Join Date: Apr 2016
Posts: 401
Russian Federation
Location: Moscow
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Re: Deir Ez Zor [4km]
How to make texture for camo net ? is there some tutorial ?
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2017-06-12, 03:48 | #43 |
PR:BF2 Developer
Join Date: Jul 2011
Posts: 1,966
Belarus
Location: Minsk
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Re: Deir Ez Zor [4km]
That's something better we've seen here before
Can post wireframes and UVs? 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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2017-06-15, 16:58 | #44 |
Join Date: Apr 2016
Posts: 401
Russian Federation
Location: Moscow
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Re: Deir Ez Zor [4km]
Military barrier block, height is 3.5 metres
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2017-06-15, 17:02 | #45 |
Retired PR Developer
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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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2017-06-15, 19:54 | #46 | |
Join Date: Apr 2016
Posts: 401
Russian Federation
Location: Moscow
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Re: Deir Ez Zor [4km]
Quote:
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) | |
2017-06-16, 19:56 | #47 |
Join Date: Apr 2016
Posts: 401
Russian Federation
Location: Moscow
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Re: Deir Ez Zor [4km]
2 new static in editor
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2017-06-16, 20:04 | #48 |
PR:BF2 Lead Designer
Join Date: Jan 2012
Posts: 8,514
Belgium
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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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2017-06-16, 22:44 | #49 |
Join Date: Apr 2016
Posts: 401
Russian Federation
Location: Moscow
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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) |
2017-06-18, 10:17 | #50 |
Join Date: Jun 2013
Posts: 452
Netherlands
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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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Tags |
4km, deir, zor |
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