Sadly, after further look model will be completely reworked in future..."Long time" without update. As you can see we are trying to progress faster with making faction, but today I would like to show you one of models we have received from old team responsible for developing Polish Forces. It's of course polish tank PT91 Twardy (based on T72), even if model is 2 years old it still looks damn nice. Take a look: p3d.in - twardy
Author: Brother
Tweaks, fixes: PaulPL
Current progress: Fixing the model
Around 12k tris.
Cheers!
[Vehicle] PT91 Twardy
-
- Retired PR Developer
- Posts: 790
- Joined: 2012-04-26 08:16
[Vehicle] PT91 Twardy
Last edited by ddeo on 2012-12-17 20:59, edited 2 times in total.
-
- Retired PR Developer
- Posts: 5150
- Joined: 2008-10-22 21:47
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.
-
- Retired PR Developer
- Posts: 790
- Joined: 2012-04-26 08:16
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.
-
- Retired PR Developer
- Posts: 5150
- Joined: 2008-10-22 21:47
-
- Posts: 164
- Joined: 2009-07-20 19:36
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?
Never done 3D stuff apart from photoshop but from what I have picked up on here is it should just be textured?
-
- Posts: 28
- Joined: 2011-04-09 16:19
Re: [Vehicle] PT91 Twardy
Well, it's a matter of personal preference to be honest.velocity wrote: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?
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.
-
- Retired PR Developer
- Posts: 47909
- Joined: 2005-12-13 20:00
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.
As per this post here I posted the other day:https://www.realitymod.com/forum/f388-p ... ost1841523
Using this: https://www.realitymod.com/forum/f189-m ... heavy.html
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.
velocity wrote: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?
The barrel shouldn't be completely hollow as it is currently. It isn't a matter of personal preference, its about spending tris where the player is going to see them. The player isn't going to see any tris in something that's going to be in total shadow and can only see them when at one very exact angle viewing into the barrel, and being close enough to see it, that's even if the inside of the barrel wasn't 100% black inside so you could see into it. As such, totally wasted tris on a model that's already over budget.Simsung wrote:Well, it's a matter of personal preference to be honest.
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.
As per this post here I posted the other day:https://www.realitymod.com/forum/f388-p ... ost1841523
EDIT: also a serious amount of tris you can save at the top of your turret here:'[R-DEV wrote:Rhino;1841523']Also always for barrels you should always have a cone rather than a cylinder with a back face as for starters, its far less tris but not only that, it also gives a much better "bottomless" effect when textured with a shadow in the middle and takes up far less UV space and easier on the LODs
Using this: https://www.realitymod.com/forum/f189-m ... heavy.html
and this: https://www.realitymod.com/forum/f189-m ... nders.htmlOptimization
'[R-DEV wrote:Rhino;1335655']Now lets un-smooth this scope for say a LOD etc, so lets first undo the smoothing what we have just done by selecting one in every two of the cap faces but making sure they are above the triangle bit like so, and then hit ring to select the other ones on the other side:
Now normally using the ring tool in this kinda situation would select all the edges all the way down the scope but because we have selected the edges above a tri face and not above a quad face, the ring tool selection was stopped at the tri which for this case is what we wanted
Now if we Collapse the edges we have selected we go back to what we had before, although now the UVs are a little bit distorted.
Now before we go cleaning up thous UVs I want to unsmooth our scope more than this, so again, select one in every two cap faces round the edge and then once that's done, hit the ring tool to select them all
Now we can see this time our edges have been selected all the way down to the end of the scope which is what we wanted here and now if we collapse these edges, the entire scope is going to be unsmoothed
Now you wouldn't want to look at this scope now in a 1st person model:
But this scope is now really optimized for a 3rd person LOD etc which what we are looking for here as even at a small distances, you can't tell the difference
And you can smooth up and un-smooth these scopes even more for what ever we want
Last edited by Rhino on 2012-12-16 05:11, edited 2 times in total.
-
- Retired PR Developer
- Posts: 790
- Joined: 2012-04-26 08:16
Re: [Vehicle] PT91 Twardy
Thanks Rhino, I'm going to work on it today.
-
- Posts: 507
- Joined: 2011-01-11 22:33
- Location: Serbia
Re: [Vehicle] PT91 Twardy
Looks very good.
Can't wait to use it with my driver friend.
Can't wait to use it with my driver friend.
-
- PR:BF2 Developer
- Posts: 5165
- Joined: 2009-02-28 20:05
Re: [Vehicle] PT91 Twardy
Rhino has pretty much covered it, One thing I would say is the ERA tiles could be do-able if you make them into larger blocks, then bake down some normals and a AO for them. So for example the pannel on the sides. You simply "merge" that into a rectangle rather than having each individual block modeled. Then bake a highpoly. Like Rhino said, the Z-fighting from all those small blocks is just going to be too much so its going to have to be a compromise either way.
Wish I had a version of max on this machine I could whip you up a example or try a comparison of which way will work.
Wish I had a version of max on this machine I could whip you up a example or try a comparison of which way will work.
-
- Retired PR Developer
- Posts: 790
- Joined: 2012-04-26 08:16
Re: [Vehicle] PT91 Twardy
I'm going to rework whole ERA on the model, as I said model is old and nobody from our new team touched it yet. Hopefuly I will finish it today (I haven't actually started yet), but I have good feelings about it.
Once again thanks for help!
edit: I will not make it today, hehe, when I started fixing it I just noticed too many errors, it will take some time fixing them and remodelling some of the parts. Well, see you with Twardy in couple of days!
edit2: actually after getting closer look at it, model will need to be reworked from scratch.
Once again thanks for help!
edit: I will not make it today, hehe, when I started fixing it I just noticed too many errors, it will take some time fixing them and remodelling some of the parts. Well, see you with Twardy in couple of days!
edit2: actually after getting closer look at it, model will need to be reworked from scratch.
Last edited by ddeo on 2012-12-18 09:21, edited 2 times in total.
-
- Posts: 56
- Joined: 2011-07-10 20:33
Re: [Vehicle] PT91 Twardy
Can't see picture. That will be an original PT-91, or the T-72M1Z (T-72M1 modernized to PT-91 standard, different configuration of ERA).
PT-91
T-72M1Z / PT-91MA1
PT-91
T-72M1Z / PT-91MA1
-
- Retired PR Developer
- Posts: 939
- Joined: 2010-06-24 13:41
Re: [Vehicle] PT91 Twardy
As you can see above, there is no PT-91 now, it need to be completely reworked, which is not worth doing at this stage, when we still have a lot of must have content unfinished, and have Leopard2A4 from Fininsh forces. We wil look more into it after first release of Polish Forces. This model is on hold for now.
Btw you can check priority of weapons and vehicles in design plan. Things with high are must in first release, wit medium should be, and ones with low we are mostly left for the future.
Btw you can check priority of weapons and vehicles in design plan. Things with high are must in first release, wit medium should be, and ones with low we are mostly left for the future.