[Vehicle] Agrale Marruá AM1/AM10/AM20

Discussion pertaining to the PR Brazilian & FARC Forces faction
FPaiva
Posts: 667
Joined: 2008-10-02 19:46

Re: [Vehicle] Agrale Marruá AM1/AM10/AM20

Post by FPaiva »

Image

Updated texture:
*Retextured Seats
*1P View of the Panel
*New Camo
*Removed all the Dirt

-"Why you have removed the dirt?"

Simple, i've figured out it was bad, so i've removed everthing until i manage to do it properly.

NOTES: The new Camo colors where based on actual confiable RGB references and now it looks like the real thing. The seats got a better texture, displaying cloth and have more soft layers. The panel, in the Game, will have a bigger/better resolution.

Screenshots:
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Since [RCON]Salmonella still missing, the currents export is lost, so, i can't give any In-game preview. Sorry


The Thread has been Re-Opened, so, please STAY ON TOPIC
dtacs
Posts: 5512
Joined: 2008-12-07 23:30

Re: [Vehicle] Agrale Marruá AM1/AM10/AM20

Post by dtacs »

Will there be a gun version and a non-gun version, similar to the British land rovers?
Wakain
Posts: 1159
Joined: 2009-11-23 21:58

Re: [Vehicle] Agrale Marruá AM1/AM10/AM20

Post by Wakain »

I thought the old version was pretty but when compared I see this is a big improvement ;)
FPaiva
Posts: 667
Joined: 2008-10-02 19:46

Re: [Vehicle] Agrale Marruá AM1/AM10/AM20

Post by FPaiva »

dtacs wrote:Will there be a gun version and a non-gun version, similar to the British land rovers?
No. It will have a mounted FN MAG GPMG, but the MG's model isn't completed yet.
dtacs
Posts: 5512
Joined: 2008-12-07 23:30

Re: [Vehicle] Agrale Marruá AM1/AM10/AM20

Post by dtacs »

So this can carry 5 people yeah? Two in front, one on gun and two in the back.
FPaiva
Posts: 667
Joined: 2008-10-02 19:46

Re: [Vehicle] Agrale Marruá AM1/AM10/AM20

Post by FPaiva »

dtacs wrote:So this can carry 5 people yeah? Two in front, one on gun and two in the back.
Only 3 for the FAV version.
The transport will carry 3 on the back + 2 on the front without any guns
Redamare
Posts: 1897
Joined: 2007-10-30 21:09

Re: [Vehicle] Agrale Marruá AM1/AM10/AM20

Post by Redamare »

oh wow that turned out Much better than i imagined . . . im impressed . . . cant wait to Crash it into a tree ;D i saw the earlier version had muddy wheels is it possible to return that? i thought it was a good effect lol keep the spare clean though lol . .. . i like the lights it turned out great good work guys :)

Like THIS :D haha
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puckett
Posts: 204
Joined: 2010-02-08 00:50

Re: [Vehicle] Agrale Marruá AM1/AM10/AM20

Post by puckett »

Nice model, I just wish that the long chassis version could accommodate a entire squad.
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: [Vehicle] Agrale Marruá AM1/AM10/AM20

Post by Rhino »

cool, the texture in the max SS look rather low rez thou, have you got max to view textures at there highest settings? In customize>Preferences>viewports>Config Driver> bit your settings should look something like this for best results :)

Image

Any chance we can see the texture sheets too and how many tris is the model etc? Also don't forget about the Machine gun mount and ammo box holder and make sure you make it to the specs of the weapon ingame (also check you get the most upto date files from Leush to work with)

Other than that, looking really good guys! :D
Image
FPaiva
Posts: 667
Joined: 2008-10-02 19:46

Re: [Vehicle] Agrale Marruá AM1/AM10/AM20

Post by FPaiva »

'[R-DEV wrote:Rhino;1539358']cool, the texture in the max SS look rather low rez thou, have you got max to view textures at there highest settings? In customize>Preferences>viewports>Config Driver> bit your settings should look something like this for best results :)

Image

Any chance we can see the texture sheets too and how many tris is the model etc? Also don't forget about the Machine gun mount and ammo box holder and make sure you make it to the specs of the weapon ingame (also check you get the most upto date files from Leush to work with)

Other than that, looking really good guys! :D
My Max9 viewport is set by default and i'm currently travelling.
When i come back i'll make another full post. :grin:
FPaiva
Posts: 667
Joined: 2008-10-02 19:46

Re: [Vehicle] Agrale Marruá AM1/AM10/AM20

Post by FPaiva »

[R-DEV]Rhino wrote:Any chance we can see the texture sheets too and how many tris is the model etc? Also don't forget about the Machine gun mount and ammo box holder and make sure you make it to the specs of the weapon ingame (also check you get the most upto date files from Leush to work with)

Other than that, looking really good guys! :D
Sheets:
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Image

-Sorry about the watermark, i've got some past trouble with stealing...

Polycount:
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-Don't mind about the shitty smooth, the final export has one better:
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But as Salmonella is missing, the export is missing...
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: [Vehicle] Agrale Marruá AM1/AM10/AM20

Post by Rhino »

how many tris is it? polys are not an accruate form of measurement and all polys get converted into tris on export anyhow.

Your textures look a little flat if I'm going to be honest, think you could add some more dirt and life into them, also a normal map etc would be good if you don't already have one :)

Also seems there's a few smoothing errors on the seats in your max one (not the old export) and the bars also look they need a lot more smoothing too if they are meant to be round bars.

Also the inner bits of the wheels it looks like you could optimize them quite a bit via collapsing many of there edges, like this tut shows (later on in the tut that is): https://www.realitymod.com/forum/f189-m ... nders.html

Other than that, looks pretty good.
Image
FPaiva
Posts: 667
Joined: 2008-10-02 19:46

Re: [Vehicle] Agrale Marruá AM1/AM10/AM20

Post by FPaiva »

'[R-DEV wrote:Rhino;1546017']how many tris is it? polys are not an accruate form of measurement and all polys get converted into tris on export anyhow.

Your textures look a little flat if I'm going to be honest, think you could add some more dirt and life into them, also a normal map etc would be good if you don't already have one :)

Also seems there's a few smoothing errors on the seats in your max one (not the old export) and the bars also look they need a lot more smoothing too if they are meant to be round bars.

Also the inner bits of the wheels it looks like you could optimize them quite a bit via collapsing many of there edges, like this tut shows (later on in the tut that is): https://www.realitymod.com/forum/f189-m ... nders.html

Other than that, looks pretty good.

The Smooths of the Old export is the current smooth, but Salmonella used Maya for modelling, i don't know why but when i imported the .obj in the max9, all the smooth was lost, then i've just added a Autosmooth modifier just to make the textures, as the export is already done.
I'm already using both Specular and Normal maps on it, but about the dirt, i still didn't figured out a way to do it properly.
About the tris, it has 7027 tris
Last edited by FPaiva on 2011-02-09 15:58, edited 1 time in total.
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