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swambast

+MODDER
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Everything posted by swambast

  1. Not really a fan of the "modern jet era" - but have to take time out and say great job on that GKABS, it is looking really nice and keep up the good work!
  2. Hi GKABS, not sure I understand - do you mean something like this? Are you using a PBR texture by chance and need to need to make the base diffuse texture extend then?
  3. I can't recall how many stops and starts I've had with this one... I know it's an oddball / minority request but I've been wanting to get this North Vietnamese P-4 Patrol Boat created for a looooong time. If it makes the list and I have free time, more than happy to help with the modeling and texturing partnering with others if that helps, thanks!
  4. This is absolutely awesome - what a great story to share and very impressed with the level of coordination and determination to make this a reality... My most sincere compliments and thanks for sharing the pictures, as they really bring you guys to life...
  5. Skyviper, congratulations - way to stay persistent and realize your goal, all the best to you!
  6. Hello, for those interested in the When Thunder Rolled Project and recent updates... Since the General Discussion forum is the most visited forum, we wanted to post a few teaser WTR screenshots here. However, we encourage you to visit our dedicated forum with additional screenies and details, thanks! https://combatace.com/forums/forum/342-wtr-general-discussion/
  7. Hey Ant, sure I have for another project... Send me a PM and let me know what you need done.
  8. Vietnam '67...River Rats Patrol.... GKABS-Swambast partnership project: credit GKABS for almost all modeling; myself for new texturing and misc details.
  9. Awesome GKABS! Will you be making the base M109 Vietnam variant too? I believe the M109 first saw combat operations during Vietnam. Just was wondering if that was a consideration...
  10. Hi Sophocles, yes this should work if I'm understanding you correctly and of course it must be exported as .tga only as that is the only native transparency that the game engine supports as far as I know.
  11. All, been out of regular modding for a long time due to real life demands. I'm getting things fired back up, but I can't remember the degree of export support on 3ds Max Opacity Maps. For example, can I apply an opacity map as follows and the exporter will support the setting and applied texture map? Alternatively, of course I could combine the textures - in the diffuse map create a new alpha channel and import the alpha mask texture and save as .tga - but it would save a lot of time and effort if the Opacity Map setting was natively supported. Appreciate any insight on this, thanks. 3ds Max Map Panel: I've applied Opacity Map Texture Sample Opacity Map Texture: rw6_alfa.jpg (gray scale opacity map saved as .jpg)
  12. Gkabs, LOVE IT - anything 'Nam and now you've got my attention! Let me know if there's anything I can do to help including updated texturing - actually had an unfinished PBR at one time so will be good to see one come to life! Also for the ATC model and concept was done even long before that, I'm grateful to be the keeper of some great project assets such as this one, for example used elsewhere:
  13. @alexis99 Although I don't model a lot of aircraft, I really like this idea and think it's a great suggestion.
  14. Man, exactly what this guy says - totally agree! Let me know what we might be able to help with on this request.
  15. Let me be the first to congratulate Menrva and all those involved in this incredible achievement. The attention to detail, countless enhancements and level of quality places this mod (in my opinion) as one of the greatest ever made for this series!
  16. Man, that's dope - looks fantastic!
  17. Excellent addition, thank you Stephen1918! Love how you made them generic, looks like they are totally FPS friendly and look fantastic - nice work!
  18. Hi GKabs, if you're referring to the actual mesh shaping: you could try Boolean but sometimes it can leave messy edges/polys esp. on complex surfaces (ProBoolean might be another option that has better results). Or you can try a quick subdivide using a Tesselate modifier. Otherwise if you need precision, then use edit poly and "connect" the edges manually to get the polys you need. I'm sure there are other ideas... But if you're referring to just getting the texture, then I totally agree with Russ's advice: "windows I would paint on or copy real ones onto texture then bump map will make em look realistic"
  19. @Von : your supports and comments are incredibly helpful. However, I'm getting overwhelmed by all the different variations, dimensions, models, etc. (for example, found different configs for wings, horizontal stabilizers, etc.). Can you help me by picking just one version, hopefully the most diverse/flexible version that can be quickly turned into different ones later. I'd like to stick with just one version for now and any/all source reference photos and dimensions just for that single version to start with. From earlier comments I think this one might be a decent candidate? That being said, I can't decipher what the rest of the wing shape should be from just the side view - are there any more reference photos to go off (top view, rear views, etc.)? If someone can gather all the source photo references would be incredibly helpful esp. as mentioned I have no knowledge of this era... Does this version equate to this view below?
  20. Another try at a different wing configuration...
  21. First crack at new curved wing mesh and first draft of experimental texturing (weathering and beveled/drop shadow wing struts but "squares" not yet symmetrical, etc.). Still not sure if I like the technique so will keep messing around with it a bit more and welcome improvement suggestions.
  22. Von, work on new base airframe and support cables...
  23. OK, I started to shape it more like this, here is the latest rendition. Total balancing act though, trying to keep the poly count down while getting smooth corners/edges. Here's where I'm at so far; but to be honest I'm not totally happy with it for some odd reason. But maybe it's decent enough - just let me know what changes need to be done to it? Also, is the bend too sharp/angled - see render 2? P.S. just noticed the "notch" width in the horizontal stabilizer needs to be increased (made wider). Yeah, I'm kind of thinking the lower poly count is some of what's bothering me, for example here is a higher poly version.
  24. OK, thank you all with special thanks to VonS for the info and diagrams, extremely helpful. I'm going to take each section at a time and once perfected move onto the next section. Let us start with the tail only for now. Please see revision. Is this better? What adjustments need to be made?
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