Page 93 of 107 FirstFirst ... 438384858687888990919293949596979899100101102103 ... LastLast
Results 4,601 to 4,650 of 5309

Defunct Community Model Project

  1. #4601
    Member Adiya's Avatar
    Join Date
    Nov 2007
    Location
    Beijing, China
    @DMz yeah, Su-85 and more is planned as well. and don't worry about the thread, I have my experience on that T28/95, and this time i referenced cromwell's thread and only made the most necessary subdivisions. (on my T28/95 i made more)

    talking about AT guns, i don't know what current status on my Pak43 right now, i might check Pak43's wreck model, since i guess it hadn't been good optimized.

    ----------

    @inuk is there a statistic display on viewport in max8? here is what i have in max2011


    it's more convenient to monitor polygon usage. i think max8 should have this too.

    ps. by saying poly count, poly consumption or things similar, we always mean triangles, don't we? because when the models are finally output to game meshes, they will be automatically triangulated, so 1 poly = 1 tri.

    ----------

    just checked Pak43's wreck, well, definitely need a lot of further optimization. i'll do it after Gurdy finish the nrm and texture

  2. #4602
    Member DMz's Avatar
    Join Date
    Feb 2009
    Location
    Colchester UK
    @Inukshuk, I was hoping youd say it was tris, leave the ejector alone, at that count it doesnt matter. & i wasnt hinting at you i have been looking at models in general arount this thread and others. It very well made and obviously you spent a lot of time culling tris and a lot of effort to get it to look right at that count, may i suggest an investment of 6 tris on an extra side to the drum mag as even smoothed like that, it will probebly spoil the final result if the mag isnt more cylindrical, as its one of the most prominant features on the gun.

    And ive only started using tris, because like you for years ive counted 1 tri as 1 poly, but i believe after some of the things ive been seing posted, that it will have to be tris from now to avoid confusion and 10000 tri models .

    @Adiya, your begginning to embarass me, that damn things only 3730 tri, stop it, polys do generally triangulate, But my main concern really is the silly things that cost polys\tris like internal backfaces people forget to look for and delete, goblins left on wrecks when they should be classed as not there, copulas with 20 sides and wheels with 16 sides anr 9 stacks, But deffinatly the worst offences are the backfaces i continually find left on things. If you leave the back on one cylinder thats inside a barrel, and will never be seen, just on a 6 sided cylinder its 6 to 8 tris depending on how you formed the cylinder, and if your model has a dozen cylinders like that its anything upto 200 tris wasted that you could waste on somthing that could have more detail. Lethal dosage will remember my old m3 grant, i started off with a 7500 tri model, because i was rusty at the time and wasnt used to coh models, after 2 months of chopping and changing the model, it was down to 3400 tri, done just by deleting backfaces and changing unecessary cylinders for triangles ect ect. Thats a big big drop, just because i was too lazy and to uneducated to know any different when i made the first version of it.
    Last edited by DMz; 8th Mar 12 at 3:26 AM.

  3. #4603
    Member eliw00d's Avatar
    Join Date
    Jul 2008
    Location
    USA
    I think we should start measuring in squares.

  4. #4604
    Member Adiya's Avatar
    Join Date
    Nov 2007
    Location
    Beijing, China
    Quote Originally Posted by eliw00d View Post
    I think we should start measuring in squares.
    i dont't get it

  5. #4605
    Member DMz's Avatar
    Join Date
    Feb 2009
    Location
    Colchester UK
    Hes saying we are being too anal about tri and poly counts. But then he has a thermo nuclear pc.

  6. #4606
    Member
    Join Date
    Jul 2010
    Location
    Stuttgart, Germany
    With these two Suomi submachineguns (the second one is an M31 with an optional stick magazine) I say good bye for the next two week fellas. When I am back I will finish the weapons I started and will showcase these babes with a killer texture on them. Whatever I have finished of the 2D I am very content with. You'll see.
    Triangle count: I figured I will make a proper drum mag because I will use the same for the PPSh41. Now the Suomi KP is 504 tris. I know I pushed it to the limits but I had to redesign the entire stock because I was not happy with the original. The Suomi M31 with the stick mag is 466 tris. So the original one is licking the budget limit but the M31 is way within that. If these 3D addons wont help with the general appearance significantly, I will shave off around 75 polies. Just have to delete three meshes. (For what I could see now the PPSh41 will be below 400 tris and the PPs43 will be around 450).
    I will pipe in whenever I can but wont be able to model until back from my vacation. I am leaving in an hour (my girlfriend is is on the ceiling that I am still in front of my pc, lol) but I will take a look at the comments whether you like them.
    So long guys.
    Attached Images
    Last edited by inukshuk; 9th Mar 12 at 2:52 AM.

  7. #4607
    Member DMz's Avatar
    Join Date
    Feb 2009
    Location
    Colchester UK
    Very good m8, have a nice holiday.

  8. #4608
    Amazingly good stuff guys!Keep it up!
    On a small note, since you seem to be making Hulls for b=very early T34 varians, will you also change the driver's plate as an option for the early models? Cause it did look very different
    Last edited by Widowmaker1; 9th Mar 12 at 3:48 PM.
    R.I.P MrScruff-A very talented and valued friend who is sorely missed

  9. #4609
    Member Lord Wiffleby's Avatar
    Join Date
    Nov 2010
    Location
    The Diocese of Disco
    I'm currently modeling the Adrian Helmet, which I think has about 300 polygons at the moment. This is what you would be getting, though it is untextured at the moment:

    Adrian Helmet



    Historically, this helmet was developed by French marketers in conjunction with the English manufacturers of the Brodie Helmet. The idea the two groups had conceived of (which would be cited as a huge influence on the designers of Transformers toys much later), was that the two helmets would be sold separately, with the ability to combine both to create the fearsome Adrian Brodie Helmet. Unfortunately, parents, I mean nations, were too stingy to buy more than one of the helmets, so the whole scheme ended up as nothing more than a tax write-off. The Adrian Helmet would be produced alone as the main helmet of the French Army in World War II, as well as the helmet of a few other nation's armies (Mexico's, for instance). This helmet makrs the start of my work on French equipment for general use of the public.

    Any suggestions about the helmet?

  10. #4610
    Member Imouto-san's Avatar
    Join Date
    Jan 2009
    Location
    Salt Lake City, Utah
    Just curious if you knew that the "Turret Gunner Version 1.0" download link is broken. At least it is for me when i try to download it.

  11. #4611
    Member eliw00d's Avatar
    Join Date
    Jul 2008
    Location
    USA
    @Widowmaker1
    We are making the T-34 obr 1941 (late), T-34 obr 1943 (early) and T-34 obr 1943 (late) - which all have the same hull. It is up to adiya if he wants to make the T-34 obr 1939, which would have the different driver's hatch style (as well as many other differences in the hull).

    We are also making the T-34-85 obr 1943 and T-34-85 obr 1944, which have basically the same hull as the above variants.

  12. #4612
    Member Jagdpanther's Avatar
    Join Date
    Dec 2008
    Location
    Berlin
    Sounds and looks good this new variant model. As far as I know most of the turret differeces are depending of which factory produces this model. Each one had their own special technique for this.

  13. #4613
    Member DMz's Avatar
    Join Date
    Feb 2009
    Location
    Colchester UK
    This is about the best i can get on colour matching these up on patterns, im having a lot of difficulty because of the type of texture on the pak, the pak is just very very clean so matching the two for me is hard, obviously i have to sort the wheels and treads, and darken a few parts round the hubs then add markings . I may try to lighten the grey pak a fraction too, but ive done that a dozen times sofar and because of the type of texture it just wont play ball.

    Spoiler



    Spoiler


  14. #4614
    Member Adiya's Avatar
    Join Date
    Nov 2007
    Location
    Beijing, China
    Quote Originally Posted by DMz View Post
    This is about the best i can get on colour matching these up on patterns, im having a lot of difficulty because of the type of texture on the pak, the pak is just very very clean so matching the two for me is hard, obviously i have to sort the wheels and treads, and darken a few parts round the hubs then add markings . I may try to lighten the grey pak a fraction too, but ive done that a dozen times sofar and because of the type of texture it just wont play ball.

    Spoiler



    Spoiler

    i really want to remap the tire.. relic's so terrible

  15. #4615
    Member SlipSon's Avatar
    Join Date
    Jan 2009
    Location
    Bulgaria
    @DMZ if you can reskins the halftrack with the same type of grey as the gun it will be amazing

  16. #4616
    Member DMz's Avatar
    Join Date
    Feb 2009
    Location
    Colchester UK
    To get the halftrack the same tone is not a problem, but it just doesnt look right, as for the tyres i can change them to pretty much any tread pattern we like, but the issue is still trying to get an even overall colour on the grey default, the camo will be average. The only other alternative i have is to ask gurdy to match to his grey on the pack, it may be easier for him as he has his psds with layers and tone setting ect that he can use as a guide on the halftrack i havent that luxury, at one point i had over 15 different adjustment layers on the halftrack and still couldent get the same grainy metal effect on it as the pak has. It simply boils down to the fact that relic do theyre finer details differently to the way the paks details are done.

  17. #4617
    Member VanAdrian's Avatar
    Join Date
    Jan 2012
    Location
    France
    Hey here ^^

    Relic didn't finish an interesting thing, the shell of the M18 recoiless rifle. I've foung it 5years ago in the worldbuilder and was never able to sort something with it, as it is not correctly displayed ingame (vertical instead of horizontal) and do not desappear instantly when hit his target (must wait 5/6 seconds).

    The model itself is done and textured, but the only thing left are the animation/coding (don't know what i must say cause i'm not a modeller haha )

    So is there someone able to fixe this or something in this way ?

    BTW, it's the same thing for the panzershreck rocket, modeled, skinned etc but not finished and unused ingame. (i already use it, mixed with bazooka rocket's .rgo to have the rocket trail, but the only thing left with this method is the desapearance issue mentioned before )

    Hope i do not annoy anybody here ^^

    cheers

    Adrien

  18. #4618
    Member doom44's Avatar
    Join Date
    Apr 2011
    Location
    Florida, USA
    Hey guys, i'm having trouble putting the Jagdpanzer IV in my mod. There are very little instructions, and I am a bit clueless as I am new to this. Help would be appreciated.
    (\__/)
    (='.'=) This is Bunny. Copy and paste Bunny into your
    (")_(") signature to help him gain world domination.

  19. #4619
    Member eliw00d's Avatar
    Join Date
    Jul 2008
    Location
    USA
    @VanAdrian
    Probably not. You could always install Object Editor and take a look.

    @doom44
    What kind of help do you need? If you are completely new to modding, you should probably check out the Grand How-To and other tutorials, first.

  20. #4620
    Member doom44's Avatar
    Join Date
    Apr 2011
    Location
    Florida, USA
    I'm trying to the put Jagdpanzer into the Panzer Elite as a buildable unit in the Panzer Jager Kommand (Making a PE overhaul mod ) But i don't know were to get started. I put the files in my mods folder but I don't know what to do from there.

  21. #4621
    Member Beefy^'s Avatar
    Join Date
    Feb 2009
    Location
    Some where in Essex
    http://forums.relicnews.com/showthread.php?211262-FAQ-The-Grand-How-To-(read-first-kk-)

    Similar principle with the infantry as with the tanks for creating new units, and getting the build menu into game is the same (obviously with the Jager Kommand instead of the barracks) I would suggest having a good long read and then good old fashion reverse engineering, you will learn more.

    Concentrate on getting it into game as a build able unit then go on to fine tune it

  22. #4622
    Member DMz's Avatar
    Join Date
    Feb 2009
    Location
    Colchester UK
    What i now consider to be good enough.

    Spoiler


    Spoiler


    Spoiler


    Spoiler



    I have better treads so dont worry bout the colour on the pic ones

  23. #4623
    Member Mirage Knight's Avatar
    Join Date
    Nov 2003
    Location
    Miami, Florida
    Is...is that an Elfenbein paint job for the interior that I see...?

    Nice job with the cammo too - except you went a bit crazy and cammo'd the rolled up tarp at the back next to the rear MG mount

  24. #4624
    Member DMz's Avatar
    Join Date
    Feb 2009
    Location
    Colchester UK
    errr its alphad out ?, only shows in render :/, and if it wasnt it would not be added when animated, as its an unecessarry part on this vehicle. At the moment the whole default hull is called delete me lol

  25. #4625
    http://botb.fiffa.net Halftrack's Avatar
    Join Date
    Oct 2006
    Location
    Berlin, Germany
    nice model. but i really wonder why - as in the 251 pack,too - you guys always use the PE halftrack skin as base. its horrible. the axis HT is much better, especially the details in the skin.

  26. #4626
    Member DMz's Avatar
    Join Date
    Feb 2009
    Location
    Colchester UK
    To be honest i think they are both horrid, but the munitions halftrack gives you a cleaner base to work with on a reskin. and a more even colour. If i had my way youd get the camo only and then have to reskin that. But its not really fair as everyone cant read a uv to skin from base, so i refrain from doing that. Ive had to make two textures for most of the halftracks when i could have got away with doing one. Ive done it out of courtosy not because i love messing about with textures.

  27. #4627
    Member Mirage Knight's Avatar
    Join Date
    Nov 2003
    Location
    Miami, Florida
    Out of curiosity, why not do the base (non-cammo) texture in dunkelgelb as opposed to the grey that Relic used?

    I do like your texture treatments though

  28. #4628
    Member DMz's Avatar
    Join Date
    Feb 2009
    Location
    Colchester UK
    Because the grey is just there mate, easy to use, and to be honest dunklegelb, is just a case of match colour in photoshop. At least this way they get the markings where the scratches and details are ect, to match colour or to resprey it just messes that up, at the end of the day im not much of a skinner, im a recolourer myself tbh, i can skin from scrach but i suck at it. Now if i managed to get the pak40 to look like that from grey im sure that the rest of them can get it dunkelgelb in the tone they want a lot easier then i can. And besides all that, i have the halftrack base textures as this now, and if im mixing bits ect i now just pick the base and add the the tone i want then overlay the camo i like and reapply the details again. I really dont see why i should waste days and days all over again making a completly new set of bases and overlays and details plus markings.

    To do whats in the picture took 2 and half hours and 20 plus overlays adjusted to various depths, im sure Halftrack could come up with somthing much better in half the time, as hes more used to working with textures then i am. So i honestly dont see the point in wasting more time on various other colours when compared to some people round here im hopeless.

  29. #4629
    Member Jagdpanther's Avatar
    Join Date
    Dec 2008
    Location
    Berlin
    As I see you are hard fighting against this vehicle. I think your last result looks very well mate.

  30. #4630
    Member DMz's Avatar
    Join Date
    Feb 2009
    Location
    Colchester UK
    Thank you m8. Anyway this is what the halftrack part of the model will look like, with 7 more layers added with details off the axis halftrack.

    Spoiler

    Last edited by DMz; 13th Mar 12 at 1:03 AM. Reason: forgot to wrap spoiler.

  31. #4631
    Member Jagdpanther's Avatar
    Join Date
    Dec 2008
    Location
    Berlin
    They are looking now like they were made by Xali - that's his style of skinning.

  32. #4632
    Member Adiya's Avatar
    Join Date
    Nov 2007
    Location
    Beijing, China
    i just noticed the Pz38(t) is under going. what's the progress of it?

  33. #4633
    Member DMz's Avatar
    Join Date
    Feb 2009
    Location
    Colchester UK
    Beefy^ is doing the uv ect, but hes naturally lazy so holding your breath may result in death. He also made a rude gesture when i mentioned a Pz38(t) and a flak version of it. Not quite sure what the gesture meant as im far to sweet an innocent to know about those sort of things.

  34. #4634
    Member Xalibur's Avatar
    Join Date
    Mar 2008
    Location
    Bremen, Germany
    They are looking now like they were made by Xali - that's his style of skinning.
    ...good work my young apprentice ...joking apart; I wish I would have more time for skinning something, but being a mod leader in the middle of an open beta phase lefts no time for anything...and there is also something like RL, damned

  35. #4635
    Member SlipSon's Avatar
    Join Date
    Jan 2009
    Location
    Bulgaria
    awfully quiet araund here

  36. #4636
    Member VanAdrian's Avatar
    Join Date
    Jan 2012
    Location
    France
    Hey mate don't be pushy ^^

    I'm sure they have a lot of realy nice stuff near to be done but for the moment they stay humans and are surely busy with real life

    For the moment i've just to thanks every modder on this thread cause you've done an amazing job and sorted a lot of realy beautifull stuff, good work men

  37. #4637
    Member GzaDrunkGenius's Avatar
    Join Date
    Jul 2009
    Location
    Nederland, Vlaanderen
    There's no such thing as real life, there's only AFK. ^^
    "If everyone smoked a blunt, relieve the mind, the world could be a better place."

  38. #4638
    Member SlipSon's Avatar
    Join Date
    Jan 2009
    Location
    Bulgaria
    i dont want to push anybody
    but there were no posts for few days and i was starting to think they abandon the project

  39. #4639
    This is madness? No post for few days? you guys are modders u have no life!! get back to work ffs

  40. #4640
    Member
    Join Date
    Jul 2010
    Location
    Stuttgart, Germany
    The first rifles since I got back from leave. The top is the Russian M30 Mosin-Nagant (the most common issue Russian infantry weapon 1939-1945) and the bottom one is the Finnish Mosin variant the M39. Will show them textured when get around to it.
    Since these will be used in large numbers I kept it low poly which shows too but with a good skin they will look very nice i promise.
    Attached Images

  41. #4641
    Member SlipSon's Avatar
    Join Date
    Jan 2009
    Location
    Bulgaria
    they look good already and a nice texture will make them even better
    beside small arms dont need so much details on them IMO since no one will zoom in and look at them at the midle of a game :P

  42. #4642
    Member eliw00d's Avatar
    Join Date
    Jul 2008
    Location
    USA
    Thanks for understanding, guys! School has kept me busy, along with Mass Effect 3...

    I also think the recent release of Modern Combat and update of Battle of the Bulge have kept the others busy.

    Anyways, the rifles look good! I can't wait to see the textured M/39.

    I will try to get the rest of inuk's weapons released soon, as well as Adiya's Sd.Kfz. 231 series (which is basically done).

  43. #4643
    Member Adiya's Avatar
    Join Date
    Nov 2007
    Location
    Beijing, China
    Quote Originally Posted by SlipSon View Post
    they look good already and a nice texture will make them even better
    beside small arms dont need so much details on them IMO since no one will zoom in and look at them at the midle of a game :P
    if it doesn't spoil the poly-count, then the more details the better

  44. #4644
    Member NL123's Avatar
    Join Date
    Nov 2011
    Location
    Jerusalem,Israel
    i hae a question: some works on pz35t or 38t or pz1,2?

  45. #4645
    Member eliw00d's Avatar
    Join Date
    Jul 2008
    Location
    USA
    @NL123
    We have a Pz.Kpfw. 38(t) model, made by Medes, that just needs a texture and I believe a UV map. It also will have a state for an Aufklärungspanzer 38(t). I posted pictures of it some time last year.

    As for a Pz.Kpfw. I, there is a model I am waiting on that is already textured and ready to go, just needs some animation work.

    The Pz.Kpfw. II is planned.

  46. #4646
    Member NL123's Avatar
    Join Date
    Nov 2011
    Location
    Jerusalem,Israel
    ok thanks but what is that aufklarungspazer 38t? and can ou how me the pictures?

  47. #4647
    Member Jagdpanther's Avatar
    Join Date
    Dec 2008
    Location
    Berlin
    Do you know google?


  48. Modding Senior Member Company of Heroes Senior Member  #4648
    Celéstial by heart Celution's Avatar
    Join Date
    Apr 2008
    Location
    Sweden
    Aufklärungspanzer 38(t) and PzKpfw 38(t) are much appreciated dude, really cool!

  49. #4649
    Member ChickenNuggets's Avatar
    Join Date
    Mar 2011
    Location
    Your closet
    Where can I find pintle_gunner v1.0? I'm going to keep looking through the forum to make sure I didn't miss it somewhere, PS sorry if it actually is in the first post, I keep going over it to make sure I'm not just looking over it but since I still can't find it I wanted to ask if it was in this thread or not...

  50. #4650
    Member SlipSon's Avatar
    Join Date
    Jan 2009
    Location
    Bulgaria
    files.medpackstudios.com/FE/soldiers/turret_gunner__v1.zip
    i think this is the one

    Edit:i get 404 with that link

Page 93 of 107 FirstFirst ... 438384858687888990919293949596979899100101102103 ... LastLast

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

     

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •