WW2 USSR Heavy Tanks: IS-2

asioasioasio

Fallout Scrubber
Joined
Mar 4, 2006
Messages
3,058
Location
Poland, EU
They are designed for WW2 mod making by kodzi, me and some other people
Feel Free to use it
Thx Sharick for making animations for this unit, also thx for white rabbit about guiding me how to decreas polies

IS2

Info taken from http://www.nemo.nu/ibisportal/5pansar/index.htm
In 1943 some IS 1 tanks were rearmed with a new 122 mm gun and was in action was in February 1944. The turrest had been sligthly redesigned (flatterned). After tests of several vehicles, it was decided at the end of 1944 to improve the armour which later led to the IS-3. The IS-2 has been compared unfavourably to both the Tiger and Königstiger in armor and firepower, though it should be kept in mind that the IS-2 was in the same weight-class as the German Panther. In the spring of 1944 the modified version IS-2m appeared with a new, simpler and better angled bow casting. A total of 3.483 of IS-1/2 were manufactured.

Weight: 46,26 tons
Length: 10,74/7,35 m
Width: 3,44 m
Armour: 20-160 mm
Gun: 122 mm
Engine: 12/520 hps
Speed: 37 km/h
Crew: 4
Range: 150 km



Model
One texture file 256x256
Polygon count: 1138 (real number of triangles from nifviewer)
Model previews:


The .zip pack contains .nif and .dds files
Download it here:

http://forums.civfanatics.com/downloads.php?do=file&id=1571

 
:) Thx
It isn't the last unit :)
Comming more in the future and i hope already with animations :)
 
Very nice :thumbsup:
I'm curious though, what is the polygon count on this unit (it looks like it might be high)?

Nevermind, just noticed it - 721, very nice indeed :)
 
MaxRiga said:
very sad that u repeat already existing models ( i have is-2 in my mod ) but i'd love to see more of new models for my mod ;)

Yes i found out searchin for next target - T-34
Snafu made beautiful IS-2 tank earlier but i didn't knew about it :(

RomanFire said:
Good Job :goodjob: asio any plans for a T 34-85?:yup:

I think T-34-85 is already made. I saw it somewhere on screens

Rabbit said:
Very nice :thumbsup:
I'm curious though, what is the polygon count on this unit (it looks like it might be high)?

Nevermind, just noticed it - 721, very nice indeed :)

Perhaps it's caused by using editable poly not editable mesh. It dicreeses number of polygons in boxes, cylinders and other primitives
But I'm not sure if this also decreases need for memory and cpu and gpu usage :/
 
asioasioasio said:
Perhaps it's caused by using editable poly not editable mesh. It dicreeses number of polygons in boxes, cylinders and other primitives
But I'm not sure if this also decreases need for memory and cpu and gpu usage :/
Hmmm, editable poly can be just interperting what a polygon is differently. True polygon count is shown in usage statistics in NIF viewer, that's what you should use to see what the poly count is and how it affects performance in game.

Edit: Yep yep, I knew this guy was too good to be only 721 polys :). It's actually 4689 polygons, which is not too bad but tanks in civ4 shouldn't exceed 2000 polygons. Here is how I know the poly count:


I've added the modern armor from the game there (and put some highlights) to show you where you can quickly and easy reduce poly counts - just remove the underside of the tank. Oh and actually, try using a different export script, that might also reduce poly count - there's one stripped and notstripped (the default script uses stripped). For me usually the notstripped one gives less polygons for the same geometry.

Also, take a look a this shot:


I've highlighted the underside of the turret and the stuff that sits on top of the turret. You can remove all these and it won't impact the look of the tank one bit in the game.

Another thing you can do is reduce the detail of the barrel tip. There's really no need to make it anything more than a simple cylinder.


Finally, it's hard to tell but I'm pretty sure that you modeled the inside of the tread covers, as well as the treads over there. These parts are not even remotely visible in game so can be removed as well. :)


There are more places where you could reduce poly counts but these offer a good start and I'm sure you'll find many more yourself.
 
Yes, Sharick made a very nice model of a T-34; but that one is a T-34 model 43 with a smaller 76 mm gun. I was thinking on a T-34-85 which is an upgrade of a T-34, it' larger 85 mm gun and 3 man turret made the Tank better in dealing with the late war German Panzers. Here are some pics of the T-34-85. I think It would look nice in one of the WWII mods ;)
 

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RomanFire said:
Yes, Sharick made a very nice model of a T-34; but that one is a T-34 model 43 with a smaller 76 mm gun. I was thinking on a T-34-85 which is an upgrade of a T-34, it' larger 85 mm gun and 3 man turret made the Tank better in dealing with the late war German Panzers. Here are some pics of the T-34-85. I think It would look nice in one of the WWII mods ;)

Yes but I'm not sure it's good to do this unit once again (When i foud that IS-2 is already made i was rather said), especially if it takes about 15 hours to make new model

Talk with sharick if he could make some changes in model.

Post me if you still want this unit reworked,

@ Rabbit, White
You helped me a lot with this tutorial
only changing exporting scripts gives about 40% poligons less
I have other question with deleting unnecesary polygons (wich gives next 15% of polygons less :)) - when i delete it - UVW Unwrap gets messy and i have to do it once again
Is a method of changing model without loosing UVW Unwrap?

I'll reedit this unit to decreas the number of polygons
 
asioasioasio said:
Yes but I'm not sure it's good to do this unit once again (When i foud that IS-2 is already made i was rather said), especially if it takes about 15 hours to make new model

Talk with sharick if he could make some changes in model.

Post me if you still want this unit reworked,

@ Rabbit, White
You helped me a lot with this tutorial
only changing exporting scripts gives about 40% poligons less
I have other question with deleting unnecesary polygons (wich gives next 15% of polygons less :)) - when i delete it - UVW Unwrap gets messy and i have to do it once again
Is a method of changing model without loosing UVW Unwrap?

I'll reedit this unit to decreas the number of polygons
Glad this helped :)

As far your question goes - the UV's shouldn't get messy if you just delete the polygons, all it would do is create "holes" in the UV map, so something like removing the bottom of the tank - that shouldn't cause any trouble other than giving you extra space on the uv map.

Problems arise when you start shifting vertices or edges due to polygon removal. A simple case of that would be for example if you had a cylinder with three sections. If you cut the middle section and then merge the vertices from the other two to close the gap your texture would be messed up, but to fix it all you need to do is merge those vertices in the uv map as well.

Of course, such nice and easy cases are rare and usually you indeed have to redo the UV's almost from scratch. Unfortunately there is no way around that. Only thing that would help with that is if you optimize the geometry before you start mapping it. The good thing here is that since you removed polygons you'll have less mapping to do and it should be easier. :)

Another thing that I find makes it easier is that sometimes it's simpler to redo something rather than remove polygons. Off the top of my head, for example the cannon on this tank. Now, you could start moving and merging all the vertices making up the inside of the cannon and then open the uv map and try to remap whatever's left, but obviously it's much simpler to just replace it with a new simple cylinder and map that.
 
Yes i found this too, but i've learned how to delete polys without distroing uvw unwrap :)
so 4689 triangles changed to 1138 :) - there's a lot polys i could delete and exporting script was also very useful :)

thx once again :)
so next step it's to animate it :)
 
Now thx to sharick it's animated
 
you are surely one of the best creator of unit of the moment, continue. I hope just that you will create modern units so that we can assemble superb MODS. :king:
 
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