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Posted: 27 Oct 2007, 01:29
by FLOZi
It's modelled from some decent blueprints, so the proportions should be decent. Also, as I stated elsewhere, I modelled the late cupula which is flatter than the big 'dustbin' style found on earlier models. Loaders hatch looks fine to me.
How about you model a churchill and let me critique.

Posted: 27 Oct 2007, 13:10
by 1v0ry_k1ng
its pro and it also means tiger is finally coming to s44 :D
Posted: 27 Oct 2007, 21:07
by Neddie
Well, not necessarily. We may not see it ingame for a long time.
Posted: 27 Oct 2007, 23:58
by SpikedHelmet
I said post more pics from diff angles bitch!
Posted: 31 Oct 2007, 05:15
by Felix the Cat
I think it's too short as well.
edit. For a specific angle, how about a side shot?
Also, I know the Feifel air cleaners weren't standard on European models - only those destined for North Africa - but they may add some interest to the rear hull rather than having it be just bland and flat.

Posted: 02 Nov 2007, 23:33
by SpikedHelmet
Added reflectiveness to most vehiles (all except a few US)
I think it makes them look more authentically tank-like...
Posted: 03 Nov 2007, 00:13
by Warlord Zsinj
Try putting down the reflectiveness in a ragged pattern, you get a really nice motelled reflection effect, which really makes the tank feel dirtier and used.
The highlights on those tanks look a little bit odd, I think, as tanks tend to look more matt when they are reflecting. Mottled reflections help to break up that clear glossiness, but keep the nice glints which roll over the vehicle itself.
Consider the effect of sun on worn metal:
http://blog.scifi.com/tech/pics/tank.jpg
Here's my attempt at showing a more mottled metal reflection:
http://img180.imageshack.us/img180/7569 ... 019ab5.jpg
Posted: 03 Nov 2007, 03:02
by SpikedHelmet
What does your reflection map look like?
Posted: 03 Nov 2007, 03:28
by Warlord Zsinj
Note that the light on arctic plains (map in screenshot) is also very strong.
Posted: 03 Nov 2007, 04:46
by Fanger
Yeah id definately do what warlord is suggesting.. also tone it a down a wee bit from what you got there.. that looks a bit too plastic wrap..
Posted: 03 Nov 2007, 16:36
by SpikedHelmet
I tried it, but due to the overall dark nature of our textures, and the already-mottled look (particularly of camoflaged vehicles), there really isn't all that much difference.
Posted: 03 Nov 2007, 19:03
by Snipawolf
Zsinj, an easy way to make that with an already made reflectivity texture is to duplicate the texture, color the background texture black, apply a layer mask of trans (full or none, doesn't matter), and then use filter-render->clouds. Then just flatten it.
It's a good idea to select the whole image, using rect select or w/e, then unselect the parts that are supposed to be absolute, like something with max red meant to be lit up.
Posted: 03 Nov 2007, 22:45
by Warlord Zsinj
The way I do it is to use render->clouds render->fibres (play with settings) -> rotate 90 degrees -> filter drybrush/tornpaper/whatever I feel like -> layer blending options (usually multiply, soft or hard light).
I'll then go in with burn and dodge and highlight/take out the bits that I think need to be.
Posted: 12 Nov 2007, 05:49
by SpikedHelmet
Top: Rubber Dingy, can transport ~10 infantry.
Bottom: Vehicle Pontoon Raft, can transport medium vehicles

Posted: 13 Nov 2007, 04:53
by SpikedHelmet
Skinned

Posted: 13 Nov 2007, 05:46
by smoth
there is a lot of waste doing the individual boards like that but meh, odds are they will not be common and odds are will not get used too frequently. they look good but I just do not see the point of doing individual planks.
Posted: 13 Nov 2007, 13:49
by SpikedHelmet
Because its actually less time-consuming than having to texture it. Besides, all of those planks and 2x4s add up to only about 250 tris, and considering it'll be transporting tanks with 1200 tris... meh.
Posted: 13 Nov 2007, 14:31
by FLOZi
The correct answer is 'conserving texture space'

Posted: 13 Nov 2007, 16:20
by 1v0ry_k1ng
you should put an infantryman on the back of both of them to represent some kind of driver, otherwise empty rafts driving about will look rather silly. ideally make rafts unable to move without infantry loaded
Posted: 24 Nov 2007, 18:54
by SpikedHelmet
FINALLY got around to doing this...
