[WIP] Sdkfz 250

Please post here for questions and discussion about unit modeling and general game modding. You can also post your new units and modifications here.

Moderator: EagleMountainDK

Post Reply
User avatar
RyanCrierie
Posts: 1327
Joined: Fri Oct 14, 2005 7:15 am
Contact:

[WIP] Sdkfz 250

Post by RyanCrierie »

Okay, this is my first model as a sort of 3D Modeller for Matrix -- this work will be included in an official Panzer Command micro/mini whatever expansion at a date to be determined.

Right now, we're in the rough "sketchy" phase of the 3d Modelling, I've had to restart work several times on the main hull....I can understand why the Germans moved to the much simplified "Neu" version! [:o]

I plan to do the following:

SdKfz 250/1 leichter Schützenpanzerwagen (regular version)
SdKfz 250/3 leichter Funkpanzerwagen (with bedstead aerial)
SdKfz 250/4 leichte Beobachtungspanzerwagen (observation vehicle for StuG Detachments)
SdKfz 250/7 leichte Schützenpanzerwagen (81mm mortar)
SdKfz 250/8 leichte Schützenpanzerwagen (7.5cm L24)
SdKfz 250/9 leichte Schützenpanzerwagen (2cm autocannon)
SdKfz 250/10 leichte Schützenpanzerwagen (3.7cm PaK)
SdKfz 250/11 leichte Schützenpanzerwagen (2.8 cm Panzerbusche AT rifle)
SdKfz 253 leichte Gepanzerte Beobachtungskraftwagen (Artillery Spotting Vehicle)

And of course the necessary Auf and Neu versions....

Do you guys think it's worth it to model the 250/3, /4 and 253 variants? I'm thinking of when I get around to the 251 series, of also doing the Sdkfz 251/7 Pionierpanzerwagen; so that when you deploy engineers in the game, they come with their special halftracks...

Image
Attachments
RawRender.jpg
RawRender.jpg (73.74 KiB) Viewed 303 times
benpark
Posts: 3072
Joined: Mon Aug 12, 2002 1:48 pm

RE: [WIP] Sdkfz 250

Post by benpark »

Looks like a good start. If the variants are worthwhile in terms of fulfilling a game function, then they should get priority. The 250 AT variants, as well as the mortar 250/7 seem like good additions. The command vehicles seem less important, but there might be a need in the upcoming game.

What program are you doing these in?
"Fear is a darkroom where the devil develops his negatives" Gary Busey
Mraah
Posts: 1085
Joined: Wed Feb 20, 2008 6:11 am

RE: [WIP] Sdkfz 250

Post by Mraah »

Ryan,

Congrats on your new title!!

I hope you get the chance to model some US vehicles later on. I know you can do a better job with the M4A2.

Also, in regards to your question about the /3, /4 and 253 ... I don't know much but you might as well build them too since you can pump out the models fast and it will be ready to go in any case.

Keep up the good work!

Rob
User avatar
RyanCrierie
Posts: 1327
Joined: Fri Oct 14, 2005 7:15 am
Contact:

RE: [WIP] Sdkfz 250

Post by RyanCrierie »

3ds max 7

Here's progress so far- going to sleep now.



Image
Attachments
PolishedRender2.jpg
PolishedRender2.jpg (41.29 KiB) Viewed 300 times
User avatar
Blond_Knight
Posts: 998
Joined: Sat May 15, 2004 3:52 am

RE: [WIP] Sdkfz 250

Post by Blond_Knight »

Your King Tiger and Jadgtiger will still be released correct?
User avatar
RyanCrierie
Posts: 1327
Joined: Fri Oct 14, 2005 7:15 am
Contact:

RE: [WIP] Sdkfz 250

Post by RyanCrierie »

Your King Tiger and Jadgtiger will still be released correct?

Yes, I handed the models over to Marc a bit back.
User avatar
RyanCrierie
Posts: 1327
Joined: Fri Oct 14, 2005 7:15 am
Contact:

RE: [WIP] Sdkfz 250

Post by RyanCrierie »

I hope you get the chance to model some US vehicles later on. I know you can do a better job with the M4A2.

I've got virtually all of Richard P. Hunnicutt's books, the only major one I am missing is his book on the Sherman. I won't be doing the M4 series for some time now; I want you to have a chance to bask in teh glory of your M4A2. [:D]
User avatar
RyanCrierie
Posts: 1327
Joined: Fri Oct 14, 2005 7:15 am
Contact:

RE: [WIP] Sdkfz 250

Post by RyanCrierie »

Okay, dragging out my OLD OLD OLD model -- man six months is a long time! [X(]

Mostly the big parts are done *whew*, so I can start detailing the interior -- this is importnat since the 250 is an oipen topped vehical.

Image
Attachments
NewNewRender.jpg
NewNewRender.jpg (21.57 KiB) Viewed 299 times
User avatar
spellir74
Posts: 2075
Joined: Sun Jun 15, 2008 8:30 am

RE: [WIP] Sdkfz 250

Post by spellir74 »

Hello Ryan.

Regarding the 250... you do know the stock game has one right? It is the alte (old) /standard classic body type; ie without a heavy gun.

==============

The game doesn't have visual models for the 251 D body type and the 250 Neu body type (similar to 251 D).

Visual models for gunned versions of HT are needed too.

Also the stock 250 (and eventual 250 Neu) could be modded to only carry teams (not whole squads).

----------
I have XML's with data values for many of the HT variants; newly redone skins (I was just about to upload); and history INFO sheets, and many jpegs, for the 251's and 250s.

Images should be easier to load at Matrix.
Mraah
Posts: 1085
Joined: Wed Feb 20, 2008 6:11 am

RE: [WIP] Sdkfz 250

Post by Mraah »

ORIGINAL: RyanCrierie

Okay, dragging out my OLD OLD OLD model -- man six months is a long time! [X(]

Mostly the big parts are done *whew*, so I can start detailing the interior -- this is importnat since the 250 is an oipen topped vehical.

Ryan,

Considering spellir74 has been bitten by the modeling bug and is modding the 250 and 251 ... Are you still going to proceed with your project?

IMO, from the looks of your new models you should continue. It's always best to have totally redux models.

I've forgotten whether or not your models are going to be in an official Matrix patch or are you just doing them on your own time.

At the moment, I can see spellir74 creating "interim" models for when you are done with yours?

Thanks for your work and time !

Rob
Post Reply

Return to “Maps, Models and Mods”