[Vehicle] AMZ Dzik [WIP](PL)
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Re: [Vehicle] AMZ Dzik
Very nice model keep up the good work comrade.
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- Retired PR Developer
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Re: [Vehicle] AMZ Dzik
lucky.boy I don't see anything wrong in the first ss. About second one, I don't know what it is but it doesn't look good.
edit: or actually I think I know what you mean about first ss.
edit: or actually I think I know what you mean about first ss.
Last edited by ddeo on 2012-10-24 13:07, edited 1 time in total.
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Re: [Vehicle] AMZ Dzik
The vehicle doesn't look that good but I blame that on the Polish army.
Very nice model, I'm impressed.
Very nice model, I'm impressed.
Dulce et decorum est pro patria mori
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Re: [Vehicle] AMZ Dzik
Hello,
before I'll make corection of exterior, I want to show you interior of Dzik-3. Hope you like it and any suggestions are appreciated
At first, amazing 3d preview: (only chrome and firefox)
AMZ Dzik-3 interior test (View in 3D)
before I'll make corection of exterior, I want to show you interior of Dzik-3. Hope you like it and any suggestions are appreciated
At first, amazing 3d preview: (only chrome and firefox)
AMZ Dzik-3 interior test (View in 3D)
Last edited by flamaster69 on 2012-10-31 22:26, edited 2 times in total.
Reason: polish words in post
Reason: polish words in post
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Piotr Widuchowski
- - http://www.grupaslask.org - -
http://www.piotrwiduchowski.pl
Piotr Widuchowski
- - http://www.grupaslask.org - -
http://www.piotrwiduchowski.pl
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- Posts: 1438
- Joined: 2010-03-03 13:25
Re: [Vehicle] AMZ Dzik
Looks really good! Anyway, i have some things to point out
Wouldnt you see the hood from inside? It seems to be deleted, or is it only for showcase? Is the roof final? could use some more work i think.
those circular things (velocity meters?) behind steering wheel are streched, in fact not circular.
Some parts could use more UV space, especialy those with text on them, it is really blurred now. Steering wheel could use more love, too (it has a bright spot just on top). You might want to delete some back faces on the steering wheel, too, some of them wont be visible to any player.
Some parts of the floor are grainy, especially the boxy thing gunner will stand on, im not sure if this is caused by too small UV space or the actual texture.
Driver and comander seats have also some texture problems, guess its WIP.
Also dont forget to make the floor dirty, especially in the back area.
There is a problem with the normal map (great normals on the rest of the model!)
These areas can be deleted:
any outside walls
back of side mirrors
front of the bumper
front of the wind shield
dont know how glass works, if its two one sided polys, delete the outside ones, too.
Maybe a late idea but whatever, you might want to make the inside populated, make it look like its stuffed with equipment. Put machine gun ammo boxes around gunners stand, put an ammo bag here, backpack there, fire extinguisher below the roof, etc..
All of these things (safe for the extinguisher) are will be made on thier own, they have their own textures, UVs, etc.
Now the inside looks like its a prison vehicle, not like a base of operations for an infantry squad.
Maybe this is work for exporter, IDK
Can we see UV map?
This is a good example of UV waste. You have to render this whole polegon, of which only the yellow part is visible. This could be replaced by not more then 5 polygons, and would save a wast amount of UV space.
I think you can fix it, though. Simply make out what part of the polygon wont be seen at all, and UV strap another UV cluster on top of it. You will save some space. There will be some irrevelant texture displayd on the red part of the polygon, but that wont ever be seen.
Same goes for the area below seats, and below the gunners stand. These wouldnt save so much UV space when properly welded, but they can be used in the same way as described above.
Wouldnt you see the hood from inside? It seems to be deleted, or is it only for showcase? Is the roof final? could use some more work i think.
those circular things (velocity meters?) behind steering wheel are streched, in fact not circular.
Some parts could use more UV space, especialy those with text on them, it is really blurred now. Steering wheel could use more love, too (it has a bright spot just on top). You might want to delete some back faces on the steering wheel, too, some of them wont be visible to any player.
Some parts of the floor are grainy, especially the boxy thing gunner will stand on, im not sure if this is caused by too small UV space or the actual texture.
Driver and comander seats have also some texture problems, guess its WIP.
Also dont forget to make the floor dirty, especially in the back area.
There is a problem with the normal map (great normals on the rest of the model!)
These areas can be deleted:
any outside walls
back of side mirrors
front of the bumper
front of the wind shield
dont know how glass works, if its two one sided polys, delete the outside ones, too.
Maybe a late idea but whatever, you might want to make the inside populated, make it look like its stuffed with equipment. Put machine gun ammo boxes around gunners stand, put an ammo bag here, backpack there, fire extinguisher below the roof, etc..
All of these things (safe for the extinguisher) are will be made on thier own, they have their own textures, UVs, etc.
Now the inside looks like its a prison vehicle, not like a base of operations for an infantry squad.
Maybe this is work for exporter, IDK
Can we see UV map?
This is a good example of UV waste. You have to render this whole polegon, of which only the yellow part is visible. This could be replaced by not more then 5 polygons, and would save a wast amount of UV space.
I think you can fix it, though. Simply make out what part of the polygon wont be seen at all, and UV strap another UV cluster on top of it. You will save some space. There will be some irrevelant texture displayd on the red part of the polygon, but that wont ever be seen.
Same goes for the area below seats, and below the gunners stand. These wouldnt save so much UV space when properly welded, but they can be used in the same way as described above.
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Re: [Vehicle] AMZ Dzik
Hi lucky.boy, thanks for feedback, I've got a question to this:
If I reduce it, it take me 2 tris more.
I've done this with one polygon, it didn't take me too much place, and on UVW it doesn't take any space, because it's placed on the other stuff material.lucky.BOY wrote:
This is a good example of UV waste. You have to render this whole polegon, of which only the yellow part is visible. This could be replaced by not more then 5 polygons, and would save a wast amount of UV space.
If I reduce it, it take me 2 tris more.
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Piotr Widuchowski
- - http://www.grupaslask.org - -
http://www.piotrwiduchowski.pl
Piotr Widuchowski
- - http://www.grupaslask.org - -
http://www.piotrwiduchowski.pl
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- Posts: 1438
- Joined: 2010-03-03 13:25
Re: [Vehicle] AMZ Dzik
Well if it doesnt take up UV space, than its probably ok. The only negative effect it has then is that computer has to render that big poly with its texture, where it could render only two rather small polygons. I believe the latter would be more resource efficient, but rather theoretically, as the impact it has is neglible.
Im going to say let it be, but in general i think more welded up meshes are the way to go, especially when welding produces as little as 2 extra tris.
Btw, i looked at your website, pretty good stuff in there Zn?m ka?d? pixel. Osobně. made me smile
Im going to say let it be, but in general i think more welded up meshes are the way to go, especially when welding produces as little as 2 extra tris.
Btw, i looked at your website, pretty good stuff in there Zn?m ka?d? pixel. Osobně. made me smile
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Re: [Vehicle] AMZ Dzik
The entire Dzik is a courtesy of flamaster, I have nothing to do with this modelAntol.PL wrote:WOW, Trek! Great interior!
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- Posts: 24
- Joined: 2012-06-28 16:55
Re: [Vehicle] AMZ Dzik
Hi,
update AMZ Dzik-3's interior.
and uvw, somebody asked about it
update AMZ Dzik-3's interior.
and uvw, somebody asked about it
Last edited by flamaster69 on 2012-11-26 10:14, edited 1 time in total.
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Piotr Widuchowski
- - http://www.grupaslask.org - -
http://www.piotrwiduchowski.pl
Piotr Widuchowski
- - http://www.grupaslask.org - -
http://www.piotrwiduchowski.pl
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- Posts: 1438
- Joined: 2010-03-03 13:25
Re: [Vehicle] AMZ Dzik
The UV seems packed too tightly, it is probably going to texture bleed when its compressed into a .dds
https://www.realitymod.com/forum/f189-m ... eding.html
Also side mirrors seem rather strange, but that could be camera angle. And is that z-fighing on the bottom back of the right front seat? And can we have p3d preview?
https://www.realitymod.com/forum/f189-m ... eding.html
Also side mirrors seem rather strange, but that could be camera angle. And is that z-fighing on the bottom back of the right front seat? And can we have p3d preview?
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Re: [Vehicle] AMZ Dzik
Thanks lucky, after your suggestion i've slightly corrected uv, and then you may see it on my awsome 3d preview . Diffuse bitmap resolution is 512x512.
Temporary without normal map and spec. map, since I'm a little bit tired doing same shit so many times
Dzik interior v.3 (View in 3D)
Temporary without normal map and spec. map, since I'm a little bit tired doing same shit so many times
Dzik interior v.3 (View in 3D)
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Piotr Widuchowski
- - http://www.grupaslask.org - -
http://www.piotrwiduchowski.pl
Piotr Widuchowski
- - http://www.grupaslask.org - -
http://www.piotrwiduchowski.pl
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- Joined: 2011-01-11 22:33
- Location: Serbia
Re: [Vehicle] AMZ Dzik
Go Poles.
Glad to see that your faction is shaping really well.
This vehicle will be blast.
Glad to see that your faction is shaping really well.
This vehicle will be blast.
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- Joined: 2010-03-03 13:25
Re: [Vehicle] AMZ Dzik
There seems to be a fake shadow on the right side of the door, probably accidentally copied AO bake from the handle on the left side. The "scratch" on the side walls is looks somewhat unnatural, especially as it goes arcoss one of the firing ports without a change.
red: why do those seat foundations go below the floor level? Waste of UV space.
green: you can delete this face as it wont be ever seen, it only wastes UV space. From modelling point it would be better to connect the instrument panel to the rest of the car on the side and bottom, but its ok if you only delete marked faces.
purple. Delete these faces, wont be seen in 1p and only waste UV space.
Yellow: the texture looks odd there, shouldnt those lines be straight?
EDIT: also you can see the back of the radio cable is still visible, might want to delete some faces there
I would also like to know what mesh (1p or 3p) will the gunner use and how does it look from his point of view, if there is enough detail on the shield etc. Just making sure you dont forget about him
Can you post the new UV?
Cheers, lucky
red: why do those seat foundations go below the floor level? Waste of UV space.
green: you can delete this face as it wont be ever seen, it only wastes UV space. From modelling point it would be better to connect the instrument panel to the rest of the car on the side and bottom, but its ok if you only delete marked faces.
purple. Delete these faces, wont be seen in 1p and only waste UV space.
Yellow: the texture looks odd there, shouldnt those lines be straight?
EDIT: also you can see the back of the radio cable is still visible, might want to delete some faces there
I would also like to know what mesh (1p or 3p) will the gunner use and how does it look from his point of view, if there is enough detail on the shield etc. Just making sure you dont forget about him
Can you post the new UV?
Cheers, lucky
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Re: [Vehicle] AMZ Dzik
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Piotr Widuchowski
- - http://www.grupaslask.org - -
http://www.piotrwiduchowski.pl
Piotr Widuchowski
- - http://www.grupaslask.org - -
http://www.piotrwiduchowski.pl
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- Posts: 1438
- Joined: 2010-03-03 13:25
Re: [Vehicle] AMZ Dzik
Good job, still found some minor things.
As i said earlier, there is this "fake" shadow on the right side of back door, probably mirrored from the other side of the door:
Green:textures look missaligned
Blue: color bleed
Could you please post the color texture with UV template over it? The above problem are probably coused by that.
Also the p3d is missing hood, side mirrors and even the "ring" around gunners hatch and gunners ballistic sheild. I hope that it is going to be part of the 1p geometry and wonder why you left it out from the p3d?
Also:
As i said earlier, there is this "fake" shadow on the right side of back door, probably mirrored from the other side of the door:
Green:textures look missaligned
Blue: color bleed
Could you please post the color texture with UV template over it? The above problem are probably coused by that.
Also the p3d is missing hood, side mirrors and even the "ring" around gunners hatch and gunners ballistic sheild. I hope that it is going to be part of the 1p geometry and wonder why you left it out from the p3d?
Also:
I would also like to know what mesh (1p or 3p) will the gunner use and how does it look from his point of view, if there is enough detail on the shield etc. Just making sure you dont forget about him