[Vehicle] AMZ Dzik [WIP](PL)

Everything but Static Objects
Amok@ndy
Retired PR Developer
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Re: [Vehicle] AMZ Dzik

Post by Amok@ndy »

even lod1 needs windows though, textured ones are not enough
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Zemciugas
Posts: 2116
Joined: 2010-04-05 15:13

Re: [Vehicle] AMZ Dzik

Post by Zemciugas »

Think you simplified it way too much. The bars on front/side/ back could be atleast 5 sides to look like cylinders, the wheels could also use a lot of work on them to look more like wheels. Like Amok said you need proper windows, and a simple interior that would be visible from the outside through the windows.
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flamaster69
Posts: 24
Joined: 2012-06-28 16:55

Re: [Vehicle] AMZ Dzik

Post by flamaster69 »

Hi,
next steps.
Now, Dzik is 4,7k count tris model.
Hope I'm on finish, because want to make some skin for this car.


live:
p3d.in - AMZ Dzik

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Corrected live view. Now, they are the same.
Last edited by flamaster69 on 2012-07-06 08:31, edited 1 time in total.
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Piotr Widuchowski
- - http://www.grupaslask.org - -
http://www.piotrwiduchowski.pl
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Hulabi
Posts: 2277
Joined: 2009-08-08 22:15

Re: [Vehicle] AMZ Dzik

Post by Hulabi »

I'd say it's looking a lot better now. You might want to add smoothing groups on those wheels tho.
flamaster69
Posts: 24
Joined: 2012-06-28 16:55

Re: [Vehicle] AMZ Dzik

Post by flamaster69 »

Few edges chamfered for better look, did smoothing groups.

5k tris.

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Piotr Widuchowski
- - http://www.grupaslask.org - -
http://www.piotrwiduchowski.pl
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Trek762
Posts: 42
Joined: 2012-07-03 16:54

Re: [Vehicle] AMZ Dzik

Post by Trek762 »

Excellent :D

When You'll be done with UVs, could you send it to me? I could do my texture work.
flamaster69
Posts: 24
Joined: 2012-06-28 16:55

Re: [Vehicle] AMZ Dzik

Post by flamaster69 »

thanks a lot, but I want to do it by myself :)
This is my first game art object, I have to know all aspects of this job.
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Piotr Widuchowski
- - http://www.grupaslask.org - -
http://www.piotrwiduchowski.pl
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Zemciugas
Posts: 2116
Joined: 2010-04-05 15:13

Re: [Vehicle] AMZ Dzik

Post by Zemciugas »

Looks much better, but I think you should wait for others to check it out before doing anything else to it.
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flamaster69
Posts: 24
Joined: 2012-06-28 16:55

Re: [Vehicle] AMZ Dzik

Post by flamaster69 »

I think 4 days it's quite enough to check my job.
So now I started to texturize it. I don't know what wrong am I doing with glasses.
Material is png filde with opacity where glass is.

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Piotr Widuchowski
- - http://www.grupaslask.org - -
http://www.piotrwiduchowski.pl
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Amok@ndy
Retired PR Developer
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Re: [Vehicle] AMZ Dzik

Post by Amok@ndy »

im not an exporter but if i remember right the glass needs to be a seperate object
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Rhino
Retired PR Developer
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Re: [Vehicle] AMZ Dzik

Post by Rhino »

[R-DEV]Amok@ndy wrote:im not an exporter but if i remember right the glass needs to be a seperate object
Not for a vehicle (bundledmesh), only staticmeshes since they can't have semi-transparent materials.
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Fresz
Posts: 267
Joined: 2008-10-04 17:53

Re: [Vehicle] AMZ Dzik

Post by Fresz »

Guys back to the project - any feedback? We need to know if its ok.
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Jacob PR
Posts: 15
Joined: 2012-05-11 22:31

Re: [Vehicle] AMZ Dzik

Post by Jacob PR »

First off, I thought that the Dzik's had three lights on top, two infront and one in the rear left side. As i see this is supposed to be a model of a Dzik-3 used in Afghanistan. There is one problem with the model. The roof is just going in a straight line just like with the prototypes and Dzik-AT's, as opposed to Dzik-2,3's which have a curve starting from the middle and slightly descending down to the rear. As show in those pics below.

Dzik-AT (Used by the Polish Police)
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Dzik-2 (Used by the Polish Military Police)
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Dzik-3 (Used by the New Iraqi Army and the Polish Army)
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Last edited by Jacob PR on 2012-07-11 09:15, edited 9 times in total.
Rhino
Retired PR Developer
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Re: [Vehicle] AMZ Dzik

Post by Rhino »

[R-COM]Fresz wrote:Guys back to the project - any feedback? We need to know if its ok.
Texturing shouldn't start until the model has been confirmed to be all good and normally exporting should be started before the texturing process to ensure the model is all good (but not 100%, just saves time if there are any issues with the model as it means you don't need to retexture later etc, but most of the time we either do exporting and texturing at the same time).

The texture to me looks pretty good to me, but I'm not much for giving feedback on textures. The model however looks like it still needs quite a lot of fixes still.......
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flamaster69
Posts: 24
Joined: 2012-06-28 16:55

Re: [Vehicle] AMZ Dzik

Post by flamaster69 »

Why u didnt' give any feedback for four days, just a lot of it after texturizing ???
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Piotr Widuchowski
- - http://www.grupaslask.org - -
http://www.piotrwiduchowski.pl
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Tim270
PR:BF2 Developer
Posts: 5165
Joined: 2009-02-28 20:05

Re: [Vehicle] AMZ Dzik

Post by Tim270 »

Can you post the uvw map? Imo the model is in pretty good shape if you weld in those big flag shapes (the panels on the side and the parts on the bonnet) This aviods the annoying z-fighting/flickering that came with later nvid drivers.

It looks like there is some stretching on the uv shells and seams on parts of the front bar.

Are you going to do the split of a separate mesh for the interior? I would strongly advise this.

Keep up the good work. You guys are making some really good progress.
Jacob PR
Posts: 15
Joined: 2012-05-11 22:31

Re: [Vehicle] AMZ Dzik

Post by Jacob PR »

flamaster69 wrote:Why u didnt' give any feedback for four days, just a lot of it after texturizing ???
Well basically I did this research just lately, sorry if it's little late :/ If you have any energi left to fix the model, use this -> http://www.witu.mil.pl/www/biuletyn/zes ... 7p/103.pdf

Your Model (Dzik-2/Dzik-3 Hybrid)
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Correct Dzik-3
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You have basically 5 things to fix.

1. Dzik-3 have only two front lights (red & blue), none in the rear.
2. Remove the right rear smoke launcher, those two front ropes and that big poking thing from the roof.
3. Add the base for the antenna in the right rear (instead of the blue light). Do what Rhino said in his next post.
4. The wheel is in a protection "slot" emplacement, you don't see it from the sides but only from above.
5. Make the roof lean in a small angle and descend down from the middle to the rear side.

Again, I'm sorry if I and this did frustrate you. Your current model is great, but it's not really an existing model of the Dzik. It's like a Dzik-3 with Dzik-2's attributes, a mix between those two models.
Last edited by Jacob PR on 2012-07-12 14:31, edited 34 times in total.
Hauteclocque
Retired PR Developer
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Re: [Vehicle] AMZ Dzik

Post by Hauteclocque »

Texturing doesn't look right to me, you're doing it taking real pics/references and adjusting them so that they fit the UVmaps. You should do the texturing adding details with handjob. Just take a look at the vehicles added recently in PR, it should give you an idea of what to do.

Good work on the model otherwise. ;)
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Rhino
Retired PR Developer
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Re: [Vehicle] AMZ Dzik

Post by Rhino »

Jacob PR wrote:3. Add the antenna in the right rear.
One note about antennas is the antenna wire itself isn't modeled onto the model, its added on later via code so that it sways when the vehicle moves. The base for the antenna needs to be modeled however, unless there isn't one.
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