I do know that the turret isn't connected to the tank, afaik the turret turns on a turret ring that was usually operated with knobs or w/e in early WW2 Allied tanks while Germans already had electrically operated turret rings (which caused more issues than not, since Panther tanks couldn't go over 3000 RPM and needed to keep about 1000-1500 RPM to ensure turret ring functionality, if my memory doesn't fail me). I assume most of the modern tanks have electrically operated turret rings and vertical stabilizers.
And yeah, that's what I meant.
Good stuff, and yes, the best way of producing basic armor plate is of course press-forging it into shape as a single chunk, but the complexity of a shape made by that process is of course limited.
Afaik welding is the still the most common and strongest technique for joining these plates, and if done properly with modern techniques, the negative effects can be minimized. Of course the seams are still placed tactically, so that the most exposed areas have a homogenous seamless plating.
Another thing to think about is the manufacturing techniques possibly used by a post-apocalyptic faction like the project. The designs produced could probably be quite different from what we're used to seeing, reflecting the lack of large-scale production facilities but with the benefit of advanced techniques and material knowledge. That said, the avenger SAM of course represents a higher tech and industrial level than the first mg:s and cannons, which possibly rely partly on recovered military hardware and some makeshift solutions.
Made a quick texture for the Avenger
The barrels will need a quick fix, but this should pretty much be the final result.
Edit: I'm redoing the UV unwraps and the baking to obtain a seamless camo.
Got it ingame with about right size (tubes are a bit longer than vindicator's but I plan to resize them when I get to do its model, or I might resize their length on the final model). Also had luck with grey gradients, so I guess it doesn't need any additional work. Also noticed that I get the yellow reflection on any part where I used bevels.
Phew, I guess it's still going to take a while until I'm familiar enough with blender to produce really good stuff, but here is some progress shot of alpha's hpv (edit:whirlwind) with new textures - in technicolor!!!
P.S. ignore the weird rendering error please
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Last edited by cnceo on 12 Nov 2013, 13:34, edited 1 time in total.
It's the whirlwind :U
Anyway it's gonna be another heap of work, because all of the stuff needs to be rotated unless somebody kindly upgrades WMIT.
Also the texture looks fine in blender but in WMIT...
Actually nvm, I might have worked something around..
Edit:
Jorzi, I'd like to hear an explanation on this, because I can't figure out what's wrong in it:
It seems like it's some geometry issue... or something.
Exported the Whirlwind ingame with the temporary tc mask provided by cnceo
Jorzi, the issues I had in WMIT didn't show up ingame so...yeah...
Also, if you could provide me with a darker texture page and the correct TC mask for the Avenger (it's not the NM's alpha channel, it's the texpage that is too bright, the alpha channel solves the issues with overly shiny bevels), we'll have enough stuff to release in a few weeks, if not days.
I'll probably remake the Cyclone barrels since the old ones don't look THAT good.
I hope the sizes are ok.
What is preventing from merging ArtRev+your art into the development mainline?
I bet many people would scream "Woohoo" when seeing such change in-game.