Jump to content
Official BF Editor Forums

Hemtt


scorp

Recommended Posts

Mh, Could be in Far Cry - Dunno. Anyway, thanks! :)

Here some progress. Wheels made and added more detaisl. Polycount now (incl. wheels) around 4000.

Does it look good sofar?

hemtt211za4.jpg

hemtt212hz9.jpg

Edit - Some more updates (Polycount now w/ wheels 5190):

update01xi6.jpg

update02oh8.jpg

Cheers, scorp!

Edited by scorp
Link to comment
Share on other sites

  • Replies 109
  • Created
  • Last Reply

Top Posters In This Topic

Awesome stuff as always.. :)

Glad to hear that the tools works with max 2009... think im going to get the trial to learn more and maybe get the real thing if i like it ;)

Link to comment
Share on other sites

Thank you guys! Glad you like it.

Been busy unwrapping (lots of work still to do... ) and could not resist to try a bit texturing...

This is what I've got:

render01od4.jpg

render02ao0.jpg

Well, as you see, the quality is not the best (especially when close-up). And I dont know why, in BF they look pretty nice (even close) and they are even smaller in the resolutin. Texture is a 2048*2048px dxt1 dds file. Any ideas why it looks so bad? :(

cheers, scorp!

Link to comment
Share on other sites

I think it looks great!

Link to comment
Share on other sites

Adding a bump map later on will improve the looks of it , at least on 'high' settings in BF2. You should probably add more dirt and scratches to the texture where a real-life car has them, like around the wheelcases , the bumpers and the wheels themselves.

Note that BF2 supports a glossmap in the alpha channel of the main texture. You make use of it by using e.g. the 'ColormapGloss' shader technique in your main body material. The glossmap will make things shiny where it is bright white and dull where the glossmap is dark.

Edited by mschoeldgen[Xww2]
Link to comment
Share on other sites

Looking good as always :)

I love it! :wub:

especially how it looks so detailed.. even w/o a detailed texture

Ed: just thought of a thing.. how many sets of wheels are going to turn? three?? the two in front and the one in the back.. the middle one stays static..?

Edited by TNE26
Link to comment
Share on other sites

Yeah, that'd look good too.. Its just that I've a LEGO Technic mobilecrane-truck at approx same type, and it turns with two front and one back, but I dont know what it does IRL, or in other games..

It depends on how sharp it should do turns... It actually could be quite a challenge to drive if it turns the way I suggest.. It might turn too sharp if its in "high-speed" or whatever it can go ;)

Link to comment
Share on other sites

Afaik, the two front axles turn :-P

But, to be honest, I never saw one of them driving, neither one of them at all in real life :lol:

Some texturing progess. Not sure if I should keep the desert camo sheme because in real life the desert sheme is just a plain sand-like color.

What do you think?

Texturing is def. not one of my best qualities... :huh:

Help would be great! :)

render05co7.jpg

render06jv3.jpg

cheers, scorp!

Link to comment
Share on other sites

it looks great, but i would make the grill more "fine" if you can say that.. Maybe use a real-life pic of a grill and paste that in? love the light...

Im not the great texturer my self.. I am good at editing, but i dont think i can make a new one from scratch.. I could try if youre interested?

Link to comment
Share on other sites

Great ! :) im booting my own com now to start MSN..

Still looking nice!

Edited by TNE26
Link to comment
Share on other sites

The FarCry truck had a large turn radius :P

You shuld probably now start to really unwrap the truck onto a custom texture. By this you will be able to add the dirty edges and other nice details in texture . We have a few hints in the forum on how that works.

This tutorial describes the 'classic' way of unwrapping a 3D object by flettening its mapping. Waylons tutorial is still one of the very best on the net:

http://bfeditor.org/forums/index.php?showtopic=4380

In this tutorial i describe another way which is used in BF2 for buildings mainly. It unwraps an object poly by poly ( or element by element ) onto an existing texture. the tutorial uses a vehicle as example :

http://bfeditor.org/forums/index.php?showtopic=4556

Link to comment
Share on other sites

Ill give it a try tomorrow or friday (my school is closed friday woohoo.gif)

Dont expect the biggest, but ill try :D

Link to comment
Share on other sites

No sorry.. tried to texture, but im not very good at it, and its hard when you dont know where the stuff goes, and how it's going to look on the vehicle ;)

Link to comment
Share on other sites

Im trying to build a M113 up and , hopefully, get it into BF2 afterwards.

My question is, are there exporting tools for Max2009?

Here is a WIP picture, please leave som C&C.

http://img206.imageshack.us/my.php?image=113ib0.jpg

cheers, scorp

Hey scorp i have 3ds max 2009 also and i can't figure out what you did to make it work with the bf2 editor could you help me out pls?

Link to comment
Share on other sites

No sorry.. tried to texture, but im not very good at it, and its hard when you dont know where the stuff goes, and how it's going to look on the vehicle ;)

Well, actually i did not anything big. I just downloaded latest PoE Maxtools, and then put all the files like it says in the 3dsmax directories... And then everything worked fine!

Btw, no updates atm, because...I cant texture.. :o

Cheers, scorp

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...

Announcements




×
×
  • Create New...