That Fortress is soo close to an idea I had just before I made my tank, I was originally going to make a tank that was basically a onland battleship.... Dam.
Anyhow nice job. BTW,is that 418 tris or polys though? Not that it matters anyhow both would be under 1000 tris.
Stealth tank hovercraft thingy.
way way less polies than I intended to use, but I figured, there's no real use for em, greebles could be done in teh texture.
<model="halfassed">
RAWR
Rune: Was it even based on the baneblade in the first place? If not I wouldn't worry about it. It is easy to see how you could model that without ever seeing a baneblade before.
no it was not based on any other model, but I must say that I don't like how much it looks like that Baneblade one. Sooooo I think I'll see what els I can come up with.
In my opinion that tank has the coolest turret design of all soo far. But the body seems a little plain, I reckon the animated tracks are a bit of a waste or polys like you said. Most tanks cover their tracks with armor, atleast the parts that wont touch the ground. The body and tracks of the tank are kind of a let down in comparison with the turret.
Uh yeah. Well I modeled this off something (except for the turret) so the body's gonna stay that plain. I tried some variations and have tried several in the past and they were disappointing to say the least... but I've seen this with some random texturing and it wasn't looking bad at all. Neither close up nor distance.
It's for my dune mod and somewhat accurate without violating IP this time... at least I hope so.
About the tracks, I won't do any tanks without them anymore, what good is a pretty highdetailed tank which looks like a moving brick in the end. I'd do them different but geometry replacement is the only option atm. Though if anyone got some suggestions how to do them different without fucking shading up, please tell me.
The Poly Count is waaay to high for this competition, it does have Detail LOD's that range down to 1600.
The model has a higher Polycount mostly because there were very few in the game at a time, and the LOD's and distance fadeouts make it quite good on perfomance but I thought I would show it off anyways.
4500 poly
About 2 1/2 years, mostly I've just stuck to doing modeling and UV mapping, and doing the ocasional texture job.
Thats the thing about being part of a team, you can stick with 1 job that you're good at, and send it down the assembly line and keep working on new stuff.
Makes it much easier and lighter workload overall.
Anyway, the setup with that tank uses seperately scripted objects for the wheels, and uses animated textures for tread movement as well as pivot assigned moving geometry.
Each section of the tread was setup with its own pivot, so it would conform to terrain, wheels as their own seperate objects would do the same.
Biggest problem with BF1942 vehicles is that even if you had a tank with 12 wheels, only 4 actually did anything, the rest were dummy objects with no netcode that also didn't drive.
So steep terrain would screw up a tank just as badly as a car, because afterall its only driving on 4 wheels.
Last edited by MR.D on 22 Nov 2006, 05:33, edited 1 time in total.