TAKR Admiral Kuznetsov
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Take your time…beautiful work.
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Holy s***. Radium that is some awesome work you have done. Respect man… :bowd:
Keep walking
Greetings
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Great job as usual, Radium.
While making it, you’d be highly recommended to check your DOFs (animations), to optimize your unwrap size.
Can you explain this a little closer, please.
… I don’t got it.Cheers,
LS -
Great job as usual, Radium.
Can you explain this a little closer, please.
… I don’t got it.Cheers,http://i45.photobucket.com/albums/f82/lazystone/Smileys/hat_3.gif
LSHello, Thank you for your kind words!
It is really important to check what is shown and what is not that much, when you are using a very very small template and when you have many objects to unwrap. Then, you can make something coherent, giving an appropriate size to what deserves it.
Best regards,
Radium
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Radium for the long runway lines u will unwrap and texture them as is or you will fold them? also u plan to use just one texture and one alpha?
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Radium for the long runway lines u will unwrap and texture them as is or you will fold them? also u plan to use just one texture and one alpha?
Hello,
Long lines are not! They are individual polygons, uwrapped uniquely, to be also uniquely textured and baked with global illumination algorithms such as ambiant occlusion.
What you see now has nothing to do with the real and final texture, it’s just a test-type texture from mine, to check resolutions and AO.
Best regards,
Radium
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I understand they are unique polygons. I’m asking about the wrapping and texturing of those polys.
I’m not talking about the white ones which are like a dashed line so every piece is a different poly. I’m talking about the red line for example which is continues.
Nice rust and wearing texture material by the way… -
I understand they are unique polygons. I’m asking about the wrapping and texturing of those polys.
I’m not talking about the white ones which are like a dashed line so every piece is a different poly. I’m talking about the red line for example which is continues.
Nice rust and wearing texture material by the way…In fact, I gave the lines the same resolution than the deck to give a good graphical experience.
Best regards,
Radium
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Hello,
Long time without a new there right?
Time to WIP!
I just started the texturing phase of the Kuznetsov. Everything now is validated on my side, unwrapping is ready, and I am just about to take my brushes out of their case…
I just made one screen for you, with a quick texture backing (global illumination) to give you some views about how it will look ingame.
I modified the structure a little bit, because I want it to be usable in other simulation software. I spent so many hours on it that I will probably offer it too to FSX/P3D community, as there is many virtual naval aviators there, but after her release for BMS community, of course!
Hope you will enjoy,
I should be able to finish it now rather quickly… Maybe around 1st of January, but this is just a provisional annoucement as it won’t lead to a public release, before being included, like all my projects, in a version of BMS.
Best regards,
Radium
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Loving it already naked!
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very nice work !!!
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+1, Radium, she looks really nice… also because she’s naked :lol:
(Please forgive me, but the temptation was too hard to resist)Best wishes and regards,
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what’s the point of such carrier without ramp code support ??
lost of time imo
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Nice work Radium!
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what’s the point of such carrier without ramp code support ??
lost of time imo
My 2c,
Real ski jump needs new collision model and code. It’s all up to coder.
However we may consider a simplified, fake ski jump takeoff based on normal cat launch code.
Just change cat launch force direction from push-forward to push-upward,
And the push-up force value is related to jet forward-thrust when ac CG comes to some point of ski ramp.
Ideally the whole process looks like this: ac start rolling, when nose tyre touch ski ramp, nose gear compressed immediately like normal cAt launch sequence, ac keep rolling, when CG reach some point of
Ski ramp, push-up force calculated and applied, plus rotate ac pitch up 7-12 degree, then ac airborne.Since bms coders can add reverse thrust and thrust vectoring code, I think it should be doable to create a push-up force code in ski jump process.
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what’s the point of such carrier without ramp code support ??
lost of time imo
When I say something similar I alway were labelled with “way to negative” person…
What is the point of any new HQ ship model as long as ships cannot use their CIWS, SAMs against ASMs and weapons are not launched from their location? This is just eye candy and hopefully will find eventually a real function. -
My WIP for today!
When texturing is on the way, it is always nice to show progresses, I was reported by some of you…
So, something WIP for today!
Coloring is on the way, no weathering or anything yet, just, clean colors. Still so much work on texturing. What you see is not a render, it’s a very simple viewport screen, so, it will look like this ingame. No “screenshot cheating here”)!
Hope you will like it!
Regards,
Radium
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When I say something similar I alway were labelled with “way to negative” person…
What is the point of any new HQ ship model as long as ships cannot use their CIWS, SAMs against ASMs and weapons are not launched from their location? This is just eye candy and hopefully will find eventually a real function.guys this was obviously a joke.
the excellent work from radium has forced me to re opened my buried black magic code book
emulation is the real engine of a team… make a fantastic carrier it deserves love. then it deserves Ac to put on it, so it deserves afm so it deserves cockpit…
vive BMS