ZTZ-96 A
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@I-Hawk Not, it does not. There is a difference between a static rendering that you can get with substance software, and a physically based renderer, that simulates light in an environment.
Look :
There is zero PBR here, just an advanced texture processing that gives you the illusion it is
It’s the same here of what you would see ingame :
Sorry for the hovering, I didn’t wanted to spend time to adjust z position.
Cheers,
Radium
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You know I’m not talking about 4.36
Your models are so great that IMHO it’s a waste of resources to not make them this way right now (Because probably that work will need to be done later on anyway)
Makes me wonder if it’s not worth working for both versions at once (i.e build PBR for future, and export the properties of it to a none-PBR version for 4.36)
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@Radium your posts are simply amazing. Thanks for sharing not only the final product (which would be a great added value on its own), but also the development process; all those details that provide us with a sneak peek / a behind the scenes point of view, let us grasp the huge amount of time and skills required to reach the final design.
Amazing 3d modelling engineering. -
@I-Hawk Hello I-Hawk,
I already said it a couple of time, but I will sing it again.
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PBR is an asset and not a dogma. It means that I am absolutely not sure that PBR shall apply to all models, simply because time investment is not worth compared to tbe visibility of the model ingame.
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I did about 332 LOD0 since I am in the team. Assuming that PBR would only apply to this level of details, there no way I would retrodesigned all my model with PBR assets.
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I moreover did 1081 LODs since work for BMS, all models included, There is even less chances that I would retrodesign them all.
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Because I am respectful with rules, and because I am not in the team anymore, I didn’t felt I could confirm what you just said, but yes, I fully understand what you are talking about. Maybe it would be a good time to send us some SDK, people like Luke and I could then start working under your new specs.
About ZTZ-96A, I am experiencing a very long texturing process (digital camo is always a pain to do. I hope I can send you soon some work in progress pictures.
Thank you very much @antares190 ! I do by best to open my doors, then, people may understand what means creating 3D models !
Best regards,
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Hello everyone,
this time, texturing is an issue. I spend a huge amount of time to find good sources, and to apply texture and do connections on all polygons.
Because the structure is angular, and as I made an high poly model, I don’t think I reached more than 15% of the overall texturing process.
Nevertheless, I think that it’s good enough to show you a little glimpse !
Stay tuned !
Radium
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Hello,
first real tests ingame.
I have to lower a bit ambiant occlusion level, however, I am happy of the overall result :
If some of you are interested, here is the viewport screenshot :
As you see, there is a little gap between both, so, it’s not always easy to make an accurate texture !
Stay tuned !
Radium
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Hello,
doing significant progresses on the texture…
Still unfinished, but starts to look good !
Regards,
Radium
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Hello everyone,
after much efforts, I just completed LOD0 of my ZTZ-96.
I did a huge work on both model and texture.
As I said : it is a high resolution model (65k tris / 4096² texture).
I am right now waiting for some texture slots for a stock integration in stock DB.
I will soon proceed to LOD design, and destroyed model creation. I hope it’s gonna be released within Tuesday afternoon.
Stay tuned !
Radium
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@Radium Excellent Radium, like all your models! Thank you.
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Hello !
First time in a campaign !
Radium
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@Radium excellent work as always!
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thanks Radium,very interesting
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@kouzi - Is that a Falcon screenshot…??
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yes, I use reshade effect
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@kouzi thank you so much for showcasing my model !
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@kouzi wow!!