[Vehicle] CB90N [WIP]

Discussion pertaining to the PR Norwegian Forces faction.
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HeXeY
Posts: 1160
Joined: 2008-06-28 18:03

Re: [Vehicle] CB90N [WIP]

Post by HeXeY »

Amok@ndy wrote:why do you think the Chinook has only 8 seats ?
Because it can't have anymore? ;)
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cid228
Posts: 97
Joined: 2010-02-11 10:27

Re: [Vehicle] CB90N [WIP]

Post by cid228 »

Made some changes to the front, M2 bay gone, tweek'd the doors to a better angle/position, now it´s completely CB90N (No more H, atleast to the exterior!)
Added liferafts and changed windows. And last but least the nametag on each side of the cockpit, wich of course will say ...

.. "M/S Guleböj" ...

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:-D

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Zeno
Posts: 3430
Joined: 2008-09-07 14:16

Re: [Vehicle] CB90N [WIP]

Post by Zeno »

cid228 wrote:
.. "M/S Guleböj" ...


:-D
Never! it will be called M/S Landfast!
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[R-DEV]Ninja2dan: Not having a spotter is like masturbating with a cheese grater...mildly amusing at first, but generally painful and bloody in the end.

Thornehaw: If all this have been evidently true, Battlefield is a much scarier and dirtier than ever imagined. Not a conspiracy, but a possibility. If it is true, then trusting another is quite worrisome.
Naruto-kun
Posts: 1369
Joined: 2008-08-16 22:39

Re: [Vehicle] CB90N [WIP]

Post by Naruto-kun »

M/S Baronessa!

look at 0:40 :D
Known as LABANEN3 ingame :mrgreen:
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Wicca
Posts: 7334
Joined: 2008-01-05 14:53

Re: [Vehicle] CB90N [WIP]

Post by Wicca »

cid228 wrote:Made some changes to the front, M2 bay gone, tweek'd the doors to a better angle/position, now it´s completely CB90N (No more H, atleast to the exterior!)
Added liferafts and changed windows. And last but least the nametag on each side of the cockpit, wich of course will say ...

.. "M/S Guleböj" ...

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:-D
im getting some ideas for a map here :P
Xact Wicca is The Joker. That is all.
cid228
Posts: 97
Joined: 2010-02-11 10:27

Re: [Vehicle] CB90N [WIP]

Post by cid228 »

Naruto-kun wrote:M/S Baronessa!

look at 0:40 :D
Haha, thats exactly the way this boat works !
As long as it got plenty of water for the intakes and engines it will not get stuck on land.

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Zeno
Posts: 3430
Joined: 2008-09-07 14:16

Re: [Vehicle] CB90N [WIP]

Post by Zeno »

Naruto-kun wrote:M/S Baronessa!

look at 0:40 :D
lol i take that boat every day :lol: or the one they replaced it with :mrgreen:
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[R-DEV]Ninja2dan: Not having a spotter is like masturbating with a cheese grater...mildly amusing at first, but generally painful and bloody in the end.

Thornehaw: If all this have been evidently true, Battlefield is a much scarier and dirtier than ever imagined. Not a conspiracy, but a possibility. If it is true, then trusting another is quite worrisome.
cid228
Posts: 97
Joined: 2010-02-11 10:27

Re: [Vehicle] CB90N [WIP]

Post by cid228 »

Small changes to the rear of the boat, narrower/longer door to troop compartment, "chains", landing thingy tweeked again (.. still just need to look right thou)

Also changed the inside a little, found some nice references for the area inbetween cockpit and the back, thou it dont match up with the outside ..so i have to figure that out asap.

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cid228
Posts: 97
Joined: 2010-02-11 10:27

Re: [Vehicle] CB90N [WIP]

Post by cid228 »

Really useful clip over on this link ! ...Video: Combat Boat 90 H - Dockstavarvet
Aaaand on this one a couple of shots of the N version ...Video: Fast Patrol Craft - Dockstavarvet

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pleym
Retired PR Developer
Posts: 661
Joined: 2008-09-10 11:04

Re: [Vehicle] CB90N [WIP]

Post by pleym »

Awesome work man, looks just über sexy ;)

PR:BF2 Mapper
cid228
Posts: 97
Joined: 2010-02-11 10:27

Re: [Vehicle] CB90N [WIP]

Post by cid228 »

Smoothing things up a bit, not all too happy with the result at times. Also changed to the Direct3D viewport render so printscreens aint too nice either ...

Been working a bit more than usual last couple of days, so I havent really done much progress to the actual model other than smoothing groups.
Tiltet front deck to be more accurate ..thats about it ..i think ...
I think im gonna tilt the side windows so the break right below them can be taken away, that way it´s more accurate to the real vehicle.

4952 tris.

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The_MDexs
Posts: 108
Joined: 2009-12-22 12:57

Re: [Vehicle] CB90N [WIP]

Post by The_MDexs »

real real nice work good job
Zeno
Posts: 3430
Joined: 2008-09-07 14:16

Re: [Vehicle] CB90N [WIP]

Post by Zeno »

i would love to see a render from the inside of the troop compartments :smile:
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[R-DEV]Ninja2dan: Not having a spotter is like masturbating with a cheese grater...mildly amusing at first, but generally painful and bloody in the end.

Thornehaw: If all this have been evidently true, Battlefield is a much scarier and dirtier than ever imagined. Not a conspiracy, but a possibility. If it is true, then trusting another is quite worrisome.
cid228
Posts: 97
Joined: 2010-02-11 10:27

Re: [Vehicle] CB90N [WIP]

Post by cid228 »

Not much to show in there im affraid.
Right now im kind of aiming towards texture-to-detail solutions for LOD1(=0).
Best solution for the troop compartment would be to make a 1P model i think. Then people on the outside looking in will atleast get an view of the interior [lowpoly]. While the Driver and passengers will have a more detailed version to look at.
One solution also could be having the passengers looking out the windows as in the apc´s.(not the canadian apc thou)

I belive we have to decide these things together, so I know where to and where not to put details.

Rendering an interior shot ...ready in a few minutes ...

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cid228
Posts: 97
Joined: 2010-02-11 10:27

Re: [Vehicle] CB90N [WIP]

Post by cid228 »

Made 2 renders with and without the seat texture (had to make one, thats why a few minutes became about 50)

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Amok@ndy
Retired PR Developer
Posts: 5144
Joined: 2008-11-27 22:13

Re: [Vehicle] CB90N [WIP]

Post by Amok@ndy »

you did the seats with just a few planes ?

how about the pipes ? flat textures ?
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cid228
Posts: 97
Joined: 2010-02-11 10:27

Re: [Vehicle] CB90N [WIP]

Post by cid228 »

The pipes are right now hexagon cylinders(without caps at the ends), depending on wich way we decide to go with the view of the passenger (Apc-kind of view out the window / or Detailed view of interior cabin [1P])

Render shows seats as they would be as seen from the outside.
If we go for the 1P version I may(=must) have to make some more modelling to get it more detailed.

Im not too good at explaining ..
.. Maybe ill do an illustration ! (..Or write an explanation song about it !)

EDIT !: Amok@ndy; If you meant the pipes in the seats theyre pure texture, just 4 flat planes to make the seats. Might have to be split up into 4flat planes per seat thou to save texture space. Wonder wich is more economic ?
Last edited by cid228 on 2010-03-02 18:30, edited 1 time in total.

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Salmonella
Posts: 341
Joined: 2009-07-17 01:30

Re: [Vehicle] CB90N [WIP]

Post by Salmonella »

I think the overall detail, inside or outside its pretty good for your polycount.
In lod 2 you can even use 3 sided "cilinders" and no one will notice.

dont be rubbish in the lods, if you wanna add detail do it only in first person.
cid228
Posts: 97
Joined: 2010-02-11 10:27

Re: [Vehicle] CB90N [WIP]

Post by cid228 »

Yep, I might even bring LOD1 to a bit more details.

Here´s a little illustration of 2 different ways to go ...hope it´s readable ...
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THE END !
Last edited by cid228 on 2010-03-02 18:38, edited 1 time in total.

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Salmonella
Posts: 341
Joined: 2009-07-17 01:30

Re: [Vehicle] CB90N [WIP]

Post by Salmonella »

huiaheiuaheiuhae great

Just trying to stick with the "guidelines", thats say you should have detail only where its needed, close to players view. Altough you see that chinook, or btr80, using 10-11K in lod0 and 7k in lod1, if you wanna put more details its your call.
Last edited by Salmonella on 2010-03-02 18:45, edited 1 time in total.
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