I have no idea about moddeling but it looks good for me! I always wanted to see this vehicle in FH2. It can be used on Bardia and probably some other maps too!
Thanks
. I went through the suggestions section, and it seems that this was one of the more commonly requested vehicles. In general, Italian vehicles seem to be needed, so I've been collecting reference images for them (planes, too).
Looks nice. But the wheels and tracks and most round parts looks way too high poly, however it's a little hard to see on those small wireframe pictures. They could perhaps be used for high poly baking at this point, but i suspect you have to lower the poly detail a lot around those parts to have a functional vehicle in bf2/fh2.
Edit: You say that you're not finished with the tracks etc, so maybe you know all this already. But to be able to weigh the tracks to work in game, you must have simple tracks, sectioned something like what i try to illustrate in this fantastic mspaint picture:
Since the tracks are weighted in 3ds to follow the suspension and wheel, atleast on the bottom part of the tracks, it has to be done like this. Hope you see what i mean.
Yes, the wheels and tracks are quite high-poly - though, they were basically thrown in to get it finished for feedback. I've taken a look at other tracks in FH2 images and in-game (
), and I've taken note of the level of detail, poly-count, etc.
I think I know what you're trying to convey with the track diagram - since there are 24 points of articulation, there will be 23 track sections, yes?
Also, how do I do the physics parts, e.g. suspension?
I'll be sure to reduce the poly count of the curved surfaces, too.
Whoooaa, that looks very awesome! I dunno much about modelling, but I definately give you a thumbs up!
Thank you
.
On the wireframe pictures i see that it is trislated, normaly you don´t do so if you´re modeling. So why did you so?
I must confess that I don't know what "trislated" means
.
This looks very cool nice work. Idk much about tracks & how they're coded in BF2 but like stubbfan pointed out those are a bit high poly. Maybe they could be used to bake down a texture for low poly tracks tho so they might not be a total waste.
Interested to see where this goes, I've always wanted this thing on Bardia good job
Thank you
. Yes, the tracks were just meant to be temporary. At this point, I'm not really familiar with the preparation of textures for models like this, so we'll have to see how useful the existing tracks are
.
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Some other things:
1) Does anyone know what kind of skin I should do? (As in, camoflage pattern.) There was apparently a simple two-tone mottled pattern (sand-coloured base, and dark green patches) used at Bardia, but I'm not too sure. Hopefully the Italian army fans can provide input
.
2) How exactly do I get this model (after corrections have been made) into FH2? Is there a tutorial anywhere? I haven't been able to find one.
3) How am I to take care of engine sounds, machine gun sounds, etc? The engine isn't used in any other FH2 vehicle, and neither is the machine gun typically found in it.
4) The armor angles are all correct according to the original manufacturing specifications.