[Vehicle] Honker Skorpion-3 [WIP](PL)

Everything but Static Objects
PaulPL1
Posts: 68
Joined: 2008-06-16 12:43

[Vehicle] Honker Skorpion-3 [WIP](PL)

Post by PaulPL1 »

Tarpan Honker Scorpion-3

Model have 7743 polys. Please comment, if u think, than something can be add/modified.
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Conman51
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Re: [Vehicle]Honker Skorpion-3

Post by Conman51 »

NICE!! it looks great
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rangedReCon
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Re: [Vehicle]Honker Skorpion-3

Post by rangedReCon »

The Polish mod still lives! great model.
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cyberzomby
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Re: [Vehicle]Honker Skorpion-3

Post by cyberzomby »

What a vehicle :P Excellent :P
gumball
Posts: 331
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Re: [Vehicle]Honker Skorpion-3

Post by gumball »

very very impressive. What will this be used for? Transport? If so, then will you guys also be using the Humvee?
Ragni<RangersPL>
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Re: [Vehicle]Honker Skorpion-3

Post by Ragni<RangersPL> »

gumball wrote:very very impressive. What will this be used for? Transport?
Transport+recon+small arms fire support ;) Insurgency maps only (at the moment).
gumball wrote:If so, then will you guys also be using the Humvee?
...maybe, it is an options ;)
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Tomato-Rifle
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Re: [Vehicle]Honker Skorpion-3

Post by Tomato-Rifle »

The window screen thing and the screen protecting the lights, couldnt that just be made like some fences in pr, just one flat plane and textured wire on it?

I mean how many polys is it all together?

Looks great though
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motherdear
Retired PR Developer
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Re: [Vehicle]Honker Skorpion-3

Post by motherdear »

the vehicle itself doesn't look like it should be above 2-2,5k polies (and can we get an exact tri count instead too plz)

if you just take a second to compare polygons then my aav model got 4,5k polygons (about the same as the very heavy challenger tank) this vehicle got 2/3 more than that and is only for regular transport.


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that fencing thing needs to be redone too, i think that we will have to do it with alphas to make it viable for the engine.

it has to be the wire thing so you either need to remove or make an alpha plane and then texture it.

also those chairs inside don't need the lower edge that it got, it will never be seen because people are not going to be in a position to look properly at them and they could just as well be a flat area.


also the jerry can on the back can be improved by combining the handle into one instead which is the common jerry can, this saves polies but doesn't conflict with the real model/reality

more stuff that could help cut down the tri count could be stuff such as removing edges from the tread plate/piping around the vehicle (i don't know how many sides they have at the moment) and around the other areas that i marked


those indents on the back can probably be done pretty well with a normal map



hope that helps
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PaulPL1
Posts: 68
Joined: 2008-06-16 12:43

Re: [Vehicle]Honker Skorpion-3

Post by PaulPL1 »

Same as Honker Transport 2324, Scorpion-3 is back in the mod. I'll do corrections, according to above post, and the further ones.

P3D and Renders

EDIT(23/07/2013): I've tweaked the model a bit, please check out the newest version
Last edited by PaulPL1 on 2013-07-23 17:55, edited 2 times in total.
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Moszeusz6Pl
Retired PR Developer
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Re: [Vehicle]Honker Skorpion-3

Post by Moszeusz6Pl »

Finally some progress :D
Keep up the good work.

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ddeo
Retired PR Developer
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Re: [Vehicle]Honker Skorpion-3

Post by ddeo »

It's worth to mention that it's still not final model. Paulie is still optimizing it and fixing smaller issues. Wish him best of luck!
lucky.BOY
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Re: [Vehicle]Honker Skorpion-3

Post by lucky.BOY »

I will give feedback once i get back on my pc, but for now it will suffice to say that a lot of motherdears points still stand. So if you go through his post again and check your model, you still got lots of tris to spare.
PLODDITHANLEY
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Re: [Vehicle]Honker Skorpion-3

Post by PLODDITHANLEY »

Nice. I'd love to see the poles in PR one day
ddeo
Retired PR Developer
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Re: [Vehicle]Honker Skorpion-3

Post by ddeo »

Zip with images what needs to be tweaked/fixed/optimized: https://www.dropbox.com/s/ghana58lyba63 ... orpion.zip

Red circle - geometry problem, missing faces
Green rectangle - optimization
Orange triangle - smooth groups problem

Few of these were mentioned by motherdear in this post: https://www.realitymod.com/forum/f128-p ... ost1067163

Hope it will help Paul.
PaulPL1
Posts: 68
Joined: 2008-06-16 12:43

Re: [Vehicle]Honker Skorpion-3

Post by PaulPL1 »

I've done some optimization and at the moment the model have about 11k tris. I think it's about to finish modelling Honker and move on to next job but if you see something to fix, let me know.
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lucky.BOY
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Re: [Vehicle]Honker Skorpion-3

Post by lucky.BOY »

And some screens/p3d?
PaulPL1
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Re: [Vehicle]Honker Skorpion-3

Post by PaulPL1 »

Sorry, here's link: P3D
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lucky.BOY
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Re: [Vehicle]Honker Skorpion-3

Post by lucky.BOY »

Strange, doesnt seem to work for me? Will try it tomorrow again.
lucky.BOY
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Re: [Vehicle]Honker Skorpion-3

Post by lucky.BOY »

Alright, it works now.

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blue - has too many sides
On the wheels, the inside bits got too many sides:
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You also dont need the central vertex on your wheels, you only need that for tracked vehicles IIRC.

pink - i would do the edges this way, seems a bit funky the way it is
green - make those seats rounder, they are really in your face when you are looking into the vehicle.
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