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Post by Major Pain on May 2, 2010 12:24:54 GMT 1
Thanks Ocelo. The skins are not really finsihed yet. I still need to put Stars and other finishing touches on them. But I will try to weather them somewhat. It doesn't make sense to make them look like they just left the factory. Here is the GMC CCKW-353-B Series. (353-B = 164" Wheelbase, 265" Length, with Winch) The GMC CCKW was the most produced 2.5 Ton Truck during WW2. While GMC, Studebaker, REO and International Harvestor all made what was basically the same model, there were differences in cabs, fenders, engines, and drivelines. The beds were all pretty much the same. The Closed Cab was in Production from 1941 until June 1943. The Closed Cab was in Production from July 1943 until the end of the war. - GMC produced over 560,000 CCKW in all variants.
- Studebaker produced over 180,000 US-6 in all variants. Most were sent to Russia and other Allies under Lend Lease.
- REO produced over 22,000 US-6 (under contract from Studebaker) for Lend Lease.
- International produced over 40,000 M-5-6 for the US Marines and Navy.
It is a little redundant, but for anyone who wants to focus on realism, here is your chance. They are accurate down to the fenders and cabs. I referenced hundreds of pictures, blueprints and versions to get this correct as possible. What is not shown are the Stake-Side Open Bed, CCKW-352 Short Chassis, and the CCKW (A-without winches). I also didn't make the Tipper. I can make any of those on request.
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Post by marinernl on May 2, 2010 12:37:55 GMT 1
Very nice Major Pain,
MarinerNL
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Post by Major Pain on May 5, 2010 12:25:57 GMT 1
Any interest in the next generation of Shermans? Those Hedgerows won't be a problem now...
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Post by marinernl on May 5, 2010 20:16:43 GMT 1
Hallo Major,
Anothther masterpiece.
MarinerNL
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Deleted
Deleted Member
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Post by Deleted on May 5, 2010 21:32:03 GMT 1
Yep! I'm interested ;D Good work!
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Ocelo
General
Map Artist/Eastern Front enthusiast
Posts: 1,400
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Post by Ocelo on May 5, 2010 23:55:59 GMT 1
Why Green? ;D Also, maybe you could accent the gun restraint thingy in the front the same way you did the hatches with the darker color. 3d wheels are hard to make, but a touch of 3d in them would be very beneficial, I think.
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Post by Major Pain on May 6, 2010 8:05:17 GMT 1
Thanks for the positive comments guys. Ocelo: I think you are talking about the gunlock that holds the barrel. What if I just build one so it is part of the model. Would that look better at such a small scale? Why green? This is an old skin that I used for this model so I just used the colors that were already there. Keep in mind, everytime a part is added, it adds to the poly (triangle) count. Some slower computers won't handle it. But I am pretty sure that today, seven years after the game was released, most have video cards that won't feel it. About the wheels and tracks: I could make 3-D wheels. Someone did this in the past, can't remember who at the moment. The problem again is the increase in size. After looking at those models, you really can't see them. The scale in BK is somewhat limiting for small 3-D objects so it is a balance between the skin colors and highlights and what can be rendered. I attempt to use both if it helps the model, but some things just don't show up. So the appreciation of some things is not there. This includes people. I built a 3-D soldier that can be posed to any position. It has joints at the shoulders, elbows, waist, knees and ankles. Once it is posed as a driver or passenger, or perhaps a gunner... I lock it by combining the parts. Then I reduced the quad count and remove the faces that are not needed. Once it is trianglulated, it does not have as many polys and can be used over and over on any model. The soldier (UV) is applied to the model UV. But I appreciate you constructive critism. It is good to know how my work is received. The colors on the tank of course can be adjusted or changed by the end user as they prefer, if the colors are not appealing. Here is another project that was suggested to me by a member; Sandbags on a Sherman. It was built quickly (3-D Sandbags added) so pardon the skin colors. The Major
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Post by LouisXIV on May 7, 2010 10:24:34 GMT 1
Are we still missing a British Quad tractor? I know there was talk of making one a couple of years back, but I don't recall seeing one. Maybe you could consider making the Quad family, MP.
As far as your completed units are concerned, back them up, and maybe release them or get them out to someone else. I'd hate for you to lose your good work. I know I am grateful I can download a couple of my missions that I have lost through carelessness and mismanagement, and still have them.
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Post by Major Pain on May 7, 2010 23:08:10 GMT 1
Louis, I appreciate your support. I back-up all of my work on flashdrives and backup drives.
I can probably build the British Quad Tractor Series. I'll take a look at them and see what I can do.
For what I have already built, several members are testing each series to make certain there are no issues with animations, poly-count, etc. Once they report back on their testing, I will make them available. I haven't decided just yet where to post them or how to make them assessible. Ideas would be appreciated. I will say that these are not the typical 3-D models and have a higher polycount than what is usually seen. The UV (Skin size is also higher resolution. So that translates to larger files and more memory issues. Sorry about that.
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Post by Major Pain on May 8, 2010 7:05:54 GMT 1
Squire: So you want a Scammell Pioneer do you? I'll make you a deal. You provide a few good pictures, along with the dimensions and I make it. From the pictures I have seen, it doesn't look like a problem. Send me the following: Length (m), Width (m), Height (Tarped) (m), Weight (kg), Wheelbase (m). My Maya is set to meters. Send it to my email at: majorpain0@yahoo.com In the meantime, look at this:
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Ocelo
General
Map Artist/Eastern Front enthusiast
Posts: 1,400
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Post by Ocelo on May 8, 2010 7:18:32 GMT 1
3d wheels are indeed a problem in BK. Don't know if they're worth the trouble. About the gunlock, maybe try outlining it first to see how that would look, cause its faster. If modelling is not a problem, I think if would also make for a nice adittion. Along with the sandbags idea, you can think about a model that has a wooden plank at the bottom of the front glacis plate (like on a T-55), and have 1-2 roadwheels, spare tracks, and a can on it too. I think it might make some nice details. Just suggestions.
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Post by LouisXIV on May 8, 2010 10:39:39 GMT 1
That looks pretty good, MP. My but you're fast with the drawings.
Now my question is, what about the ammunition trailer? tgd made a 17-pdr complete with ammunition trailer. CFCS has a good 17-pdr without an ammunition trailer. The only other gun I have ever seen that uses the ammunition trailer was the 25-pdr. Can we use the 17-pdr with the trailer and add the same trailer to the 25-pdr? Or can we add a trailer to the Quad? The only place I've ever seen the trailer used was with the Quad.
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Post by Major Pain on May 8, 2010 11:09:01 GMT 1
Thanks Louis.... You will get the honor of doing the beta-test on the FGT once I wrap it up. I still have to complete the 1.xml. About the gun: I have seen the one you mention but I have not tried to build artillery yet. I suppose you would have to put the ammo trailer with the gun. Object included with the FGT would stay in the same plane and would not appear to hinge. What might be possible is to build a trailer that can be both towed and that will tow a gun. This is based on the idea like the railroad cars. They have both a hook point and tow tow. I don't know if anyone has tried it before, but it would seem plausible. I may give that a try before I try to build the new gun. But I would assume that the previous model that was built would be based on the same theory that I mentioned. By the way Squire.... Don't worry about the sizes for the Scammell. I already have built it and just need to put some finishing touches on it before I send it to you for testing. You're just too slow and the production line could not wait for your answer. This can be used for either the R100 or the Breakdown. I'll put the tow limit so it can tow the largest guns. Any suggestions before I complete it, you better get them in.
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Post by Jagged Steel on May 8, 2010 16:40:22 GMT 1
Bravo Major Pain! All of these new models you are producing are truly outstanding. I have been wanting to see the British Quad tractor for some time and yours looks excellent and the same goes for your Bedofrd QLT , which Badmoon had made a version of and I must say that the detail and look of yours is vastly superior - great job. Keep up the good work! Are these units going to find their way into the BKR project?
Edit to add: I am really interested to see if it truly is possible to make trailered guns that can hitch another gun to itself. I have seen lots of photos of trucks , tractors, and tanks pulling crazy-long strings of 5 or 6 guns and trailers behind them, particularly in Africa where everything was scarce and there seemed to be more of a make-do attitude. Aleks made an ammo trailer for Jeeps some time ago, I don't know if he ever managed to enable it to have the supply function when it parked or not. The version of that that I have somewhere will park and "unpack" but won't actually supply.
Also: Can tanks be given tow capability without model changes? Does a tow point have to be defined in Maya before this can be enabled? And, if they are given tow capability, will this affect the "battle stance" of the vehicle? i.e. will it affect a tanks ability to attack/advance- etc?
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Post by Jagged Steel on May 8, 2010 17:27:43 GMT 1
This is the skin I made for Missione Africa Multiplayer for BMs QLT with the square windowed troop transport top. I think I am going to weed this truck out of Missione Africa however, it has serious issues with incorrect tow points, no wheel dust, etc. It also for some reason will not attach to guns in the editor, but will in the game. TY SJ, I would appreciate that. I can shoot you that skin I made if you like, you can take it from there and make it to the standards of your CFCS skins. The wheels in particular still need some work to look right.
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