[W.I.P.]us90mm m1/m2/
#1

This is my first attempt @ modeling for il2


65 polys so far gonna make sure the barrel stands out gonna boxframe everything else and use tga's for effects with handles and other dials using my textures to fool the eye

couldn't sleep this is getting adictive

110polys now hope I can go atleast 300 on an object

[Image: us90mmaaa.jpg]

7:31 am must get sleep LOL

[Image: breechbase.jpg]

180 polys but I know im gonna lose about 30 when I cap my barrel ends so 150 poly where I stand for now.
well added the counter recoil buffer which looks like a shield near breech end of barrel
[Image: us90mmaaa1.jpg]

flak 88 from il2 has 255 poly in the mod it self my us90mm is @ 200 polys now but so much more that needs added gues im gonna have to use boxes and at textures to it to look like the rest of the controls and the recoil cylinders gonna add the 4 out riggers and pads and thats it

any sugestions and should I stop at the 255 polys like the flak88 in game now?
[Image: 90mm2.jpg]
[Image: 90mmbarrelraised.jpg]
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#2

Looking good. Nice to see new modeler here.
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#3

added a few pics above couldnt sleep so I kept fiddling with this
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#4

very, very nice

150 doesn't sound too bad for what you have so far, but if it gets tight, you can always cheat a bit at the base, as that's less visible :wink:
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#5

ArcticViper Wrote:very, very nice

150 doesn't sound too bad for what you have so far, but if it gets tight, you can always cheat a bit at the base, as that's less visible :wink:

exactly my thoughts figured I want the most important part the barrel and breech to stand out the most 400+ mph whose looking at the out riggers LOL....



thanks guys, this is all new to me never did anything on a scale like this I modded for FPS tom clancy r6 series from 1997-2005

gonna need all the help and or critism I can get... especially the naming conventions and how to add my pivots.. but take my time and ask questions all I can do, till I get the gist of things
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#6

I'm sure that you'll be met with assistance as your work looks very nice. And the point with the 400+ was exactly what I was thinking :wink:

Don't get frustrated if there's a lack of response on this thread and don't shy away from sending a PM to someone you see doing 3D work on the forum, most, if not all of them are usually helpful and happy to be of help.

Cheers
Arctic
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#7

getting close to the specs of the flak 88 in game now mine 200poly the flak 88 255 poly model only specs of each

trying to decide weather I stay @ the flak 88 limit or make mine 300poly no more no more
cause as it stands in the last picture above 200 polys and lots of details left off I believe with the out riggers im going to hit 230plus polys....


any sugestions i mean this is how the gun should look like platform is missing on picture

[Image: AA-90-M1.gif]


made a camo texture high quality seeing what it would look like
[Image: testcamo.jpg]
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#8

added a custom camo I made testing the uv unwrap
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#9

I think you should try adding some simple outriggers.

Are you working from reference drawings set up in Max?
Could you post an image of the reference?

Ashe
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#10

no ref images all pics are far distant to close and on sharp angles no 90 degree angle pics
picture above is how it is in real life



working off measurements that I have collected ,all else is off perspective eyeing it up trying to keep the aspect ratio... some of the pics I have are olive drab and most are all black n white from the us army maintence illustrations right from the training manuals


http://74.109.252.199/aaa/90mm_M1_AAgun.jpg
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#11

You will have a difficult job working without drawings

Have you seen these from http://antiaircraft.org/90mm.htm

[Image: 90mm%20down.jpg]

Shows the pattern on the working platform well and also how the working platform is assembled from quadrant sheets laid onto the carriage trails. You can make these from a single rectangle (2 poly) an cut all the patterns using the texture alpha channel.
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#12

yes I am using these but not inside of my 3d max as a referecnce image I have 10 pictures on my screen and work in 3d max in window mode that way I can look at the images as I model
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#13

Just to add my encouragement here - we need a greater variety of land weaponry (guns, vehicles) in this game!

:cheers:
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#14

Looking very nice Wink Keep up the good work
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#15

yeah well beside my 3dmax crashin and making my model all one object workin on detaching it all a.t.m. how do you go about naming the parts and and
making shadows ,damage model, and what the heck is a hook?
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