Ob die BR105 und die Steuerwagen jemals noch alle nötigen Zulassungen kriegen
Sicherlich! Die Steuerwagen vom Vectouro dürfen ja mittlerweile auch führend fahren, zumindest in Österreich und Deutschland.
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Ob die BR105 und die Steuerwagen jemals noch alle nötigen Zulassungen kriegen
Sicherlich! Die Steuerwagen vom Vectouro dürfen ja mittlerweile auch führend fahren, zumindest in Österreich und Deutschland.
MLF W.I.P
Credits: D4rk_Bone, Firefighter1790, GeronimoEKIA ,DrDrummer ,Flo. Wesermarsch
Work in progress ![]()
Work in progress
What's the polycount on that if I may ask?
I'm curious how you manage high poly models. For example, if a fender or corner piece or the rear has to be adjusted for shape. How do you manage a high poly model. Do you manually move vertices one by one?
220[K]90 - KdoW der Landesbranddirektion der Staatlichen Feuerwehr in Krakau
Authors: Duszkarczyk sQuetch
What's the polycount on that if I may ask?
I'm curious how you manage high poly models. For example, if a fender or corner piece or the rear has to be adjusted for shape. How do you manage a high poly model. Do you manually move vertices one by one?
The vehicle has a total of 47.573 polygons: of which 32.664 belong to the base model, 14.153 to the doors (all of them are separate, including the trunk) and 756 to a single wheel. It is not a high-poly model, but rather a medium-poly one.
Why Polish modders tend to create models this way? To this day, I honestly have no idea where that approach originated from.
We (myself and Duszkarczyk) create not only the model itself but also a complete UV map for the entire vehicle. Because of that, smaller details can easily be represented through textures. Larger modifications, such as changing the shape of a wheel arch, have to be done manually by moving vertices.
In general, this is usually easier than editing the texture, although of course it is not always the better solution.