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  #51  
Old 02-21-2016, 12:47 AM
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I have no idea what happens between frames 1:08 and 1:09 but the pan view button turns into a footprint button? From here I'm lost
OK kind of figured it out, still not sure what the feet are all about (maybe a walktrough toll?) but the the rest seems to be using the area select tool to select multiple edges and then using the same tool but holding down the alt key down to de-slect of the edges you actually want to keep.
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  #52  
Old 02-21-2016, 01:02 AM
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Ta dah...........

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  #53  
Old 02-21-2016, 06:53 AM
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congrats)
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  #54  
Old 02-21-2016, 08:02 AM
_1SMV_Gitano _1SMV_Gitano is offline
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Excellent!!
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  #55  
Old 02-21-2016, 08:28 AM
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Next...........................

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  #56  
Old 02-21-2016, 09:53 PM
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Well did some modelling this morning for the Type C revetment, working on an internal dimension of 110’ (33m), a total length of 86’ (26m) and a barrel diameter of 0.66m for the wall thickness and a height of 14’ (which I I reduced this to the for barrel height of 3.96m) here is what you get, a hell of a lot of barrels (some 480 odd which to me seem a lot) and far too many polys.





So I think it would be fair to say that in its current state the model would be far too heavy on the poly count as it is, if only the straight walls were made of barrels and the rest rammed earth, rock or sand bags then maybe the count could be low enough, but with only the one crude reference to go by I’m not confident enough of the overall construction to even go with what I’ve done.

Also maybe some shorter revetments based on the one that I have already modeled may be useful for this sandbag example below.

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  #57  
Old 02-21-2016, 10:56 PM
_1SMV_Gitano _1SMV_Gitano is offline
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Well, in principle it took a lot of material to build one of the big revetments. I read some where that it took somthing about many thousands of 5 gallon tanks to build a single revetment for Wellingtons in Malta!

It is perhaps better to stay low on polycount using simple shape and use the texture as a "proxy" to get the effect of many tanks.

Coming back to the previous model, here is a comparison between new and old:



and how two revemetments can be combined:
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  #58  
Old 02-21-2016, 11:25 PM
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The old one look... hmm... too big and texture are not very cool.
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  #59  
Old 02-22-2016, 02:48 AM
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Well, in principle it took a lot of material to build one of the big revetments. I read some where that it took somthing about many thousands of 5 gallon tanks to build a single revetment for Wellingtons in Malta!

It is perhaps better to stay low on polycount using simple shape and use the texture as a "proxy" to get the effect of many tanks.

Coming back to the previous model, here is a comparison between new and old:

picture

and how two revemetments can be combined:

picture
Due to server issues I cant see photobucket picture where I'm so sadly will have to wait until I get home to see the pictures.

I the meantime I did try a work the poly problem in my break time (with a very basic and loosely fitted skin)

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Old 02-22-2016, 10:44 AM
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Quote:
Originally Posted by _1SMV_Gitano View Post
Well, in principle it took a lot of material to build one of the big revetments. I read some where that it took somthing about many thousands of 5 gallon tanks to build a single revetment for Wellingtons in Malta!

It is perhaps better to stay low on polycount using simple shape and use the texture as a "proxy" to get the effect of many tanks.

Coming back to the previous model, here is a comparison between new and old:

and how two revemetments can be combined:

Oh you mean something like this:



The lower lods have not been fully reduced as of yet, because I'm experiencing texture mapping issues when I do so, and mapping is still one of those mystical things that only 10 level wizards know how to master.
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