[Vehicle Proposal] Jurmo 600

Discussion pertaining to the PR Finnish Defense Forces faction.
Kovanaama
Posts: 250
Joined: 2011-09-07 15:04

[Vehicle Proposal] Jurmo 600

Post by Kovanaama »

Should we make this one as well? ;)
http://upload.wikimedia.org/wikipedia/c ... assa_3.JPG

http://upload.wikimedia.org/wikipedia/c ... amassa.JPG

Image


AfterDune says: Post LINKS to images that are this large (both image and file size). 5MB for 2 pictures is seriously way too big to embed them.
Last edited by AfterDune on 2013-01-10 17:55, edited 2 times in total.

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40mmrain
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Re: [Vehicle Proposal] Jurmo 600

Post by 40mmrain »

it's cool but wouldnt be useful at all unless you designed maps for it. Boats in PR are pretty underutilized.
{ZW}C-LOKE
Posts: 202
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Re: [Vehicle Proposal] Jurmo 600

Post by {ZW}C-LOKE »

That is one thing that PR does need; more naval warfare.
Image
Rhino
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Re: [Vehicle Proposal] Jurmo 600

Post by Rhino »

That's an interesting LCP, never seen it or one like it. Closest is the LCVP Mk5 but this covers the exit all the way up to the ramp :p

Anyways as 40mm said, you would need to design an Amphibious Assault map, or ideally multiple maps just for it, but then you also need many other things for an Amphibious Assault than just a landing craft, and right now this faction should be just working on getting their core stuff done.
Image
Kovanaama
Posts: 250
Joined: 2011-09-07 15:04

Re: [Vehicle Proposal] Jurmo 600

Post by Kovanaama »

[R-DEV]Rhino;1852984 wrote:That's an interesting LCP, never seen it or one like it. Closest is the LCVP Mk5 but this covers the exit all the way up to the ramp :p

This is very badass vehicle and i would love it to be in the game BUT perhaps i was too exited with this one. :-P This boat need maps like vando city that it would be useful.
Mayby later... who knows. Let these people finish unfinished models first. x)

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KaB
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Re: [Vehicle Proposal] Jurmo 600

Post by KaB »

It would be great on an INS map with small islands.
Leopardi
Posts: 409
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Re: [Vehicle Proposal] Jurmo 600

Post by Leopardi »

[R-DEV]Rhino wrote:That's an interesting LCP, never seen it or one like it. Closest is the LCVP Mk5 but this covers the exit all the way up to the ramp :p

Anyways as 40mm said, you would need to design an Amphibious Assault map, or ideally multiple maps just for it, but then you also need many other things for an Amphibious Assault than just a landing craft, and right now this faction should be just working on getting their core stuff done.
It's a very good boat as well, even the bundeswehr strongly considered buying it.
Leopardi
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Re: [Vehicle Proposal] Jurmo 600

Post by Leopardi »

KaB wrote:It would be great on an INS map with small islands.
That's exactly what they are designed for, the coastal jaegers operate in the island heavy archipelago on the coastline (see Jurmo on the map :-) )
Image

Also as an interesting gameplay element, any FDF maps based here could use coastal artillery batteries:

Image
Last edited by Leopardi on 2013-02-02 00:19, edited 9 times in total.
Kovanaama
Posts: 250
Joined: 2011-09-07 15:04

Re: [Vehicle Proposal] Jurmo 600

Post by Kovanaama »

Last night i studied 3dsMax and watched bunch of tutorials and tried modeling this vehicle. This is how it turned out.

[ATTACH]7402[/ATTACH]

[ATTACH]7403[/ATTACH]

[ATTACH]7404[/ATTACH]

Very WIP.
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Last edited by Kovanaama on 2013-02-06 22:24, edited 1 time in total.

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KaB
Retired PR Developer
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Re: [Vehicle Proposal] Jurmo 600

Post by KaB »

That's pretty sweet.

Have you planned to add doors ? The doors the driver would have to open so that the guys inside can get out.
lucky.BOY
Posts: 1438
Joined: 2010-03-03 13:25

Re: [Vehicle Proposal] Jurmo 600

Post by lucky.BOY »

Wow, if you just picked up 3ds max, good job. One thing i can tell from these pictures is that those sirens above driver cabin are too high poly, make them less smooth and there also seems to be too many tris on the middle bit. Of course you didnt get to optimizing the model yet, but you shouldnt model this stuff so high poly in the first place.
Kovanaama
Posts: 250
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Re: [Vehicle Proposal] Jurmo 600

Post by Kovanaama »

KaB wrote:That's pretty sweet.

Have you planned to add doors ? The doors the driver would have to open so that the guys inside can get out.
There will be open doors on each side of the cabin. 2x 50 cals back and front of the boat. And the attack hatch on the front working like in chinook only the doors will open when front of the boat hits the shore. Then you can exit from the front of the vehicle.

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Kovanaama
Posts: 250
Joined: 2011-09-07 15:04

Re: [Vehicle Proposal] Jurmo 600

Post by Kovanaama »

lucky.BOY wrote:Wow, if you just picked up 3ds max, good job. One thing i can tell from these pictures is that those sirens above driver cabin are too high poly, make them less smooth and there also seems to be too many tris on the middle bit. Of course you didnt get to optimizing the model yet, but you shouldnt model this stuff so high poly in the first place.
I try to cut down polycount. I need to study more to make this better. And when i press F9, it gives nice picture of the model but its so unsmooth and full of sharp edges and ugly shapes. I try to learn more that i can fix these problems.

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Bluedrake42
Posts: 1933
Joined: 2009-07-23 17:52

Re: [Vehicle Proposal] Jurmo 600

Post by Bluedrake42 »

I would love more amphibious assault maps btw, by far those are my favorite kind of maps.
Kovanaama
Posts: 250
Joined: 2011-09-07 15:04

Re: [Vehicle Proposal] Jurmo 600

Post by Kovanaama »

Perkele! My computer crashed. Now i have to build a model again! well... it was pretty shitty model anyways.

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Kovanaama
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Re: [Vehicle Proposal] Jurmo 600

Post by Kovanaama »

I made a new one and this is much better. Now question! Can someone give me a link where i can find tutorials of how to make interiors? Cant find those anywhere...

[ATTACH]7455[/ATTACH]

Do they have to be kind of separate of the boat?

I tried to download a picture of it from inside but it wouldn`t download. Heres a link.

File:Jurmo U632 Turku 2011 troop compartment 1.JPG - Wikimedia Commons
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Hulabi
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Re: [Vehicle Proposal] Jurmo 600

Post by Hulabi »

Making interiors is pretty much the same process as the exterior is. You just have to flip the faces and make the interior separate from the exterior.
Kovanaama
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Re: [Vehicle Proposal] Jurmo 600

Post by Kovanaama »

You mean that i make the interior inside the model and then detach it from the model?

[ATTACH]7456[/ATTACH]
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Hulabi
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Re: [Vehicle Proposal] Jurmo 600

Post by Hulabi »

Are those the same faces, but just flipped around?
lucky.BOY
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Re: [Vehicle Proposal] Jurmo 600

Post by lucky.BOY »

If the interior is visible from ouside (which if your doors will open on shore, it will be), you need to make it a part of the main model (the 3p mesh), though in pretty low detail, because it will be seen nly from outside.

Then you make a separate model, with most of the outside mesh removed (if it cant be seen from outside), and all the tris you saved by this then can be put into the inside model, to increase its beauty :D

For this particular vehicle i would suggest making one 1st person model for the driver and whoever else will be on ther deck (1p LOD0), and one for the guys that will be in the troop compartment (1p LOD1).
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