[Vehicle] KTO Rosomak [WIP](PL)

Everything but Static Objects
lucky.BOY
Posts: 1438
Joined: 2010-03-03 13:25

Re: [Vehicle] KTO Rosomak

Post by lucky.BOY »

I think you can delete majority of faces on sides of the turret (except for the one close to gunner camera of course) and around the cannon base. Especially deleting smoke launchers that wont be seen can give you loads of tris. If the geom will have 1000 tris instead of 1600, it will surely be for the better.

Dont really dig the cannon on geom0, the barrel seems like it has triangular shape with only chamfered edges (?), The muzzle could be chamfered a bit better (edges are not eqaully long now). Muzzle could be properly welded into the barrel, too.

Maybe you could put some loose wheels around the wreck model? Might look good :) Or maybe spawn them in on exposion?
Rhino
Retired PR Developer
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Joined: 2005-12-13 20:00

Re: [Vehicle] KTO Rosomak

Post by Rhino »

You need to weld your rear doors and these two hatches otherwise they are going to zfight like crazy, as well as them taking up some valuable UV space although probably too late to take advantage of the UV space you could save with welding them up...

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lucky.BOY
Posts: 1438
Joined: 2010-03-03 13:25

Re: [Vehicle] KTO Rosomak

Post by lucky.BOY »

On page 3 there is texture sheet, there you can see that these parts are UV'd over the main hull, so there shouldnt really be a problem, apart from the model being unnecesarily complicated and dificult to grasp by other modelers only to save a dozen tris.
Tim270
PR:BF2 Developer
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Re: [Vehicle] KTO Rosomak

Post by Tim270 »

Looking life its definitely on the way :)
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Rhino
Retired PR Developer
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Re: [Vehicle] KTO Rosomak

Post by Rhino »

Much better :)
lucky.BOY wrote:On page 3 there is texture sheet, there you can see that these parts are UV'd over the main hull, so there shouldnt really be a problem, apart from the model being unnecesarily complicated and dificult to grasp by other modelers only to save a dozen tris.
didn't notice that but still best to weld up :)
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lucky.BOY
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Joined: 2010-03-03 13:25

Re: [Vehicle] KTO Rosomak

Post by lucky.BOY »

Looking good to me :)
ddeo
Retired PR Developer
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Re: [Vehicle] KTO Rosomak

Post by ddeo »

Czaaad. :D Good work Grober, as always!
ddeo
Retired PR Developer
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Re: [Vehicle] KTO Rosomak

Post by ddeo »

Hi. I've slightly reworked the model. I've tried to use the same texture, but tower texture will need to be updated (UVW has been sized up).

Feedback appreciated mostly about tower!
Here is the p3d link: p3d.in - KTO Rosomak
UVW: https://dl.dropbox.com/s/1f1lks83z0u6bj8/Rosomak.png
Last edited by ddeo on 2013-08-15 07:22, edited 1 time in total.
lucky.BOY
Posts: 1438
Joined: 2010-03-03 13:25

Re: [Vehicle] KTO Rosomak

Post by lucky.BOY »

Looking good, only thing I noticed is that top hatches have too few sides (unless they are meant to be octagonal :) ), but this being an apc you wont really be getting into it from up top, so it doesnt really matter. Though if you are not too hard pressed for LOD0 tris count, i think you could smooth them up for the odd guy who makes his way up the top, right? :D

EDIT: pro tip, if you replace the "www" with a "dl" in a dropbox link, it will work like a direct URL that you can embed etc, bypassing the inconvenient dropbox stuff around it.
ddeo
Retired PR Developer
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Joined: 2012-04-26 08:16

Re: [Vehicle] KTO Rosomak

Post by ddeo »

Thanks lucky, you're right about hatches I will fix it. If you will spot anything else let me know. Thanks again! :)

edit: http://p3d.in/V02zI fixed hatches. UVW is updated too, but I'm not posting new link since it is only about more circulate hatches on UVW.
Last edited by ddeo on 2013-08-15 07:22, edited 1 time in total.
ivecorps
Posts: 1
Joined: 2013-08-18 16:54

Re: [Vehicle] KTO Rosomak

Post by ivecorps »

very good model
ddeo
Retired PR Developer
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Re: [Vehicle] KTO Rosomak [WIP](PL)

Post by ddeo »

Reality: http://sc-cdn.scaleengine.net/i/da18056 ... 01de99.png
Project Reality: http://sc-cdn.scaleengine.net/i/73a68a0 ... b879b6.png
Model is made by Kane from ArmaCoopCorps, I've slightly edited it. Anybody willing to texture it?

edit: p3d view: http://p3d.in/vayoE
uv: https://www.dropbox.com/s/l0fl72fi8g5a7 ... r.png?dl=0
Last edited by ddeo on 2014-10-13 12:35, edited 2 times in total.
CaptMiller
Posts: 405
Joined: 2016-04-14 16:15

Re: [Vehicle] KTO Rosomak [WIP](PL)

Post by CaptMiller »

Very nice !
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