Have you thought about replaceing those things for lifting the turret and those pipes around the hatch with something not so round? Because the new plates look very brenodi to me but it stands now imo in a stark contrast to the roundish parts of your model.
yeah good idea will consider that not sure about the pipes though pipes are round by nature (atleast the ones for mounting an MG) and the bends on these are already edged
Even if it doesn't fuck it up, you'll apparantly lose quality anyway. At least that's what i remember from one of the pages of that site Smithy posted. According to that guy the best result for a normal map comes from beveled + smoothed edges. Look at point 4 for an example of chamfer vs smoothed edge vs beveled smoothed edge http://www.acetylenegames.com/artbymasa/tuts/tut-modeling_for_next-gen_games.jpg
nah that isnt the point what he tells there is basically that the sides of a detail shouldnt be too steep if you want them to show up good in a normal map what i was saying is that you can add tris with different measures to an edge and get nearly the same result its basically just which method you see it fit to achieve something, there are always different ways this whole conversation basically only started because i didnt agree with mayama on using turbosmoothing at the current state of the model to achieve those soft edges
so i started working on it again after having much other stuff to do: i took mayamas advise and transformed it into this: and i started working on the highpoly cannon:
continued working on the body: //i forgot: i finished the cannon a while ago and worked further on the ML
What's the little guy behind the cannon? That the machine gun? Put some exhaust holes in it. Looking pretty too. Now where's out new nfbarn.
for the onethousandthreehundredsixtyeight time: -no textures -unfinished lowpoly -no animations -no physbox hell everytime someone says "beast" or posts a pic of it, people are gonna ask exactly the same question again and again
Um, lowpoly, done, textures, done, animations...what animations? I guess it doesn't have a psybox though...
i can only speak of what i can see on the svn, not on your pc ;P we technically got a lowpoly but last time i looked it wasnt that good and we need animations for spinning the turret and moving the barrel
no lol, those are just separate models the turret moves and the barrel tilts by using the script to move the model of the barrel and the turret dependant on the frames location can we add "more" barrels that tilt dependant on there location? like if you make the little machine gun part of the cannon it will tilt outside the turret model, and look weird, if you make it part of the turret model it wont move at all/look weird aswell if you make it a second barrel that moves from the same inputs as the normal barrel does, it will look really good imo, any coder up for that?
tell me then, why there are several animations in every vehicles folder (uncompiled) which contains the whole moving range of the corresponding parts and why mootant told me to redo those eventually