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Polish Forces Discussion pertaining to the PR Polish Forces faction. |
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2012-12-15, 21:00 | #1 | |
Retired PR Developer
Join Date: Apr 2012
Posts: 785
Poland
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[Vehicle] PT91 Twardy
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Last edited by [R-DEV]ddeo; 2012-12-17 at 20:59..
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2012-12-15, 21:19 | #2 |
Retired PR Developer
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Re: [Vehicle] PT91 Twardy
Cool, although with 12k tris I would worry about optimization. Think you could optimize the turrets geometry underneath where the ERA and other bits are, as well as lowering detail on the smoke launchers. The ERA slabs on the front of the hull could be pulled into one element, spaces in between being indicated on the texture.
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2012-12-15, 21:29 | #3 |
Retired PR Developer
Join Date: Apr 2012
Posts: 785
Poland
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Re: [Vehicle] PT91 Twardy
Sure, I will be working on this model tomorrow, I just noticed that not everything is as it should be. It's still nice model, but it needs some more work.
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2012-12-15, 22:00 | #5 |
Join Date: Oct 2010
Posts: 905
Poland
Location: Jordanowo/Zielona Gora
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Re: [Vehicle] PT91 Twardy
Waiting for texture. It gonna be epic
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2012-12-16, 01:05 | #6 |
Join Date: Jul 2009
Posts: 160
United Kingdom
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Re: [Vehicle] PT91 Twardy
Does the barrel need to be completely hollow?
Never done 3D stuff apart from photoshop but from what I have picked up on here is it should just be textured? |
2012-12-16, 02:11 | #7 | |
Join Date: Apr 2011
Posts: 28
Poland
Location: Rzeszow
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Re: [Vehicle] PT91 Twardy
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Of course, it would save few polygons, which could be used elsewhere, but game-art is really tricky in terms of aesthetics and good looks. You gotta find a fine point between optimization and good looking model. | |
2012-12-16, 05:02 | #8 | |||||
Retired PR Developer
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Re: [Vehicle] PT91 Twardy
With your block armour you're going to have to bake them onto the face's texture under it, and not have the normal shadows underneath since they are going to zfight like crazy and the only way your going to have any chance of hiding that is by having the texture under them looking excatly like they do, with also meaning that you can remove them in a pretty early LOD, just leaving the baked blocks under where they where. Some of the blocks like the ones right above the cannon should really be moved away from the faces under them as they are going to zfight even when up close, the more distance you put between them and the face behind them, the less they will zfight.
Also you guys should think about how the cannon is going to rotate up and down, for example, on the t72 ingame the base stays static, while the cannon rotates inside of it: I can't see how yours can rotate without something looking super wrong with it. Quote:
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As per this post here I posted the other day:https://www.realitymod.com/forum/f38...ml#post1841523 Quote:
Using this: https://www.realitymod.com/forum/f18...age-heavy.html Quote:
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Last edited by [R-DEV]Rhino; 2012-12-16 at 05:11..
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2012-12-16, 09:35 | #9 |
Retired PR Developer
Join Date: Apr 2012
Posts: 785
Poland
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Re: [Vehicle] PT91 Twardy
Thanks Rhino, I'm going to work on it today.
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2012-12-16, 11:21 | #10 |
Join Date: Jan 2011
Posts: 476
Europe
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Re: [Vehicle] PT91 Twardy
Looks very good.
Can't wait to use it with my driver friend. |
Tags |
pt91, twardy, vehicle |
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