[Vehicle]9K35M
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- Posts: 1963
- Joined: 2009-04-10 18:48
Re: [Vehicle]9K35M
I like it... just looks like it is missing something at the back...
Killing the enemy sylently
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- Posts: 1632
- Joined: 2007-02-02 15:04
Re: [Vehicle]9K35M
So beautiful.
I hope we get to see the chassis on other vehicles.
I hope we get to see the chassis on other vehicles.
Project Reality's Unofficial Self-Appointed Anti vehicle mufti
Over 8 years and still not banned
Obligatory Epic Forum Quote (QFT + LOL)
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Indy Media
Over 8 years and still not banned
Obligatory Epic Forum Quote (QFT + LOL)
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Indy Media
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- Retired PR Developer
- Posts: 3678
- Joined: 2008-09-30 22:29
Re: [Vehicle]9K35M
1. blue-filled part is not completely flat irl, see picture reference
2. proportions still seem to be off for me, launcher pods could use some more details
3. not sure here, in combat hatches will most likely be closed, because as far as i know the glass behind shield is not even bulletproof
4. antennas are closer to front and headlights
5. i would remove the mirrors tbh, there are pretty rare and you cant see them anyway unless you pop up thtough top hatch
6. wheels, iirc you need vertice in center to correctly animate moving wheel when importing vehicle into bf2
7. box on the left side, for grill i guess, is not extruded, it very close to main mesh so its better to extrude it or completely remove it, since grill can be made via texture
8. the centre symmetry edge is still there, its not needed unless you're using it as reference
engine hatch with "mushroom"
[R-DEV]Z-trooper: you damn russian bear spy ;P - WWJND?
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Re: [Vehicle]9K35M
Wow, tr00p3r, you're super productive. Good work.
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- Posts: 55
- Joined: 2009-10-11 12:00
Re: [Vehicle]9K35M
looking really nice, fix the stuff up that dankE said, add some more detail and it will be looking awesome.
Ezekiel 25:17 "The path of the righteous man is beset on all sides by the inequities of the selfish and the tyranny of evil men. Blessed is he who, in the name of charity and good will, shepherds the weak through the valley of the darkness..." Jules
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- Posts: 51
- Joined: 2009-10-30 16:12
Re: [Vehicle]9K35M
hi, so DankE very thanks for informations and help... here ist fixed and more detailed verzion, but DanKe i dont understand your fixed numbers 1 and 7... number 8 , so remove centre enge - i cant removed it, because than object is mirrored from left side... please check it again very thanks DankE for helping and other guis for support ... model have 5750 polygons and 7286 tri cout
[img]http://ulozto.cz/3256440/modeltrooper.png[/img]
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- Posts: 51
- Joined: 2009-10-30 16:12
Re: [Vehicle]9K35M
OMG... DankE you have finished that model??? i wasnt understand you in first posts , ach lol .. anyway center edge is removed.. ... and how many tri count have your model?? is AWESOME!! .... unnecessary my work, never mind
[img]http://ulozto.cz/3256440/modeltrooper.png[/img]
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- Retired PR Developer
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- Joined: 2008-09-30 22:29
Re: [Vehicle]9K35M
hehe, thx, its ~10k tris at the moment and finished on detailing, but it will go through some optimization(thx to motherdear)
[R-DEV]Z-trooper: you damn russian bear spy ;P - WWJND?
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- Posts: 51
- Joined: 2009-10-30 16:12
Re: [Vehicle]9K35M
You should have wrote that the model is already finished ... ach..
[img]http://ulozto.cz/3256440/modeltrooper.png[/img]