[Vehicle] Patria AMV XA-360 [WIP](FDF)

ukkis
Posts: 43
Joined: 2009-11-04 10:31

re: [Vehicle] Patria AMV XA-360 [WIP] [FDF]

Post by ukkis »

Thank you all for your kind words.
Will the RWS turret be seperated from the rest of the UVmaps ?
Yep! The turret will use separate textures. Haven't textured it yet though.

Looking at the tricount in the last pic, have you already made the LODs ?
Those tris are the max scene overall. The apc itself is about 6500tris with the turret on. I havent done the LODs yet.
Last edited by ukkis on 2011-12-09 14:05, edited 1 time in total.
Image

FDF Looking for Modellers, Mappers, Texture artists, Exporters!
#fdfpr @ QuakeNet / PM
Hulabi
Raic
Posts: 776
Joined: 2007-02-24 15:59

re: [Vehicle] Patria AMV XA-360 [WIP] [FDF]

Post by Raic »

The reflectors on the back are removable and would not be there during war time. Minor flaw.
Keep up the awesome work.
Tarranauha200
Posts: 1166
Joined: 2010-08-28 20:57

re: [Vehicle] Patria AMV XA-360 [WIP] [FDF]

Post by Tarranauha200 »

Looks good, keep up the good work. This is so much better than the previous version.
Hulabi
Posts: 2277
Joined: 2009-08-08 22:15

re: [Vehicle] Patria AMV XA-360 [WIP] [FDF]

Post by Hulabi »

:wink:
Image
H.sta
Posts: 1355
Joined: 2006-12-07 12:40

re: [Vehicle] Patria AMV XA-360 [WIP] [FDF]

Post by H.sta »

Truly excellent, great work Hulabi&Co
AfterDune
Retired PR Developer
Posts: 17093
Joined: 2007-02-08 07:19

re: [Vehicle] Patria AMV XA-360 [WIP] [FDF]

Post by AfterDune »

Nice, really good looking!
Image
Adriaan
Retired PR Developer
Posts: 5150
Joined: 2008-10-22 21:47

re: [Vehicle] Patria AMV XA-360 [WIP] [FDF]

Post by Adriaan »

Nice work! You got tri counts for those LODs?
Image
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

re: [Vehicle] Patria AMV XA-360 [WIP] [FDF]

Post by Rhino »

final lods look a bit too high poly to me, and the missing faces from the back side in the doorway sort of thing I think will be able to be seen in 1p view.
Image
Hulabi
Posts: 2277
Joined: 2009-08-08 22:15

re: [Vehicle] Patria AMV XA-360 [WIP] [FDF]

Post by Hulabi »

[R-DEV]Adriaan wrote:Nice work! You got tri counts for those LODs?
Tri counts (with the RWS and its own lods):

lod 0 : 6700
lod 1 : 6300
lod 2 : 1700
lod 3 : 500

wreck lods (with the RWS and its own lods):

lod 0 : 6000
lod 1 : 5650
lod 2 : 1560
lod 3 : 429

and the 1p view is 1639 with the RWS and 1200 without it.

(interior will come later)
[R-DEV]Rhino wrote:final lods look a bit too high poly to me, and the missing faces from the back side in the doorway sort of thing I think will be able to be seen in 1p view.
Okay, I'll try to cut the tris down a little more on the final lod. What do you mean by 'the faces from the back side in the doorway sort of thing'?
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

re: [Vehicle] Patria AMV XA-360 [WIP] [FDF]

Post by Rhino »

Hulabi wrote:Tri counts (with the RWS and its own lods):

lod 0 : 6700
lod 1 : 6300
lod 2 : 1700
lod 3 : 500

wreck lods (with the RWS and its own lods):

lod 0 : 6000
lod 1 : 5650
lod 2 : 1560
lod 3 : 429

and the 1p view is 1639 with the RWS and 1200 without it.

(interior will come later)
Better than I thought but LOD1 needs to be cut down more, especially on geom1, where the difference is hardly worth it right now and there is a massive gap between lod1 and lod2 as a result on both geom1 and 2.

Final LOD should be under 100 tris, really as low as you possibly can get it. There should be no RWS, and you just want its very basic shape and 2D wheels and that's really it. Should really be aiming for under 50tris but under 100 tris is passable. Remember the final lod is what is seen for long ranges and can be drawing for over 1km in some cases so it needs to be as very basic as possible when its only a few pixels in the distance.

Also your 1p is pretty damn low poly right now. Yes part of the point to having a 1p model is for slight optimization to the driver to not draw what he can't see, but also its other purpose is to beef up the polys on the parts it can see up close so make things rounder and add some more detail here and there where you can is always a good move ;)

Hulabi wrote:What do you mean by 'the faces from the back side in the doorway sort of thing'?
When looking back in the RWS, I'm pretty sure your going to see these missing faces:
Image

Possibly others too, make sure you test it out.
Image
LieutenantNessie
Posts: 1314
Joined: 2011-06-15 12:08

re: [Vehicle] Patria AMV XA-360 [WIP] [FDF]

Post by LieutenantNessie »

Oh yeees! Epic work guys
realitymod.com drives me to drink.
Hulabi
Posts: 2277
Joined: 2009-08-08 22:15

re: [Vehicle] Patria AMV XA-360 [WIP] [FDF]

Post by Hulabi »

Tweaked the lods a little, here are the new tri counts:

lods 0-2 are with the RWS, 3 is without.

lod 0 : 6700
lod 1 : 5500
lod 2 : 1620
lod 3 : 130

wrecks:

lod 0 : 6000
lod 1 : 4800
lod 2 : 1480
lod 3 : 106

and the 1p view is 1976 with the RWS and 1538 without it.

Image
Psyrus
Retired PR Developer
Posts: 3841
Joined: 2006-06-19 17:10

re: [Vehicle] Patria AMV XA-360 [WIP] [FDF]

Post by Psyrus »

Hulabi wrote:Tweaked the lods a little, here are the new tri counts:

lod 3 : 130

wrecks:

lod 3 : 106
Given that my Final LOD distance recommendation average was 127 - 182.5m (depending on 3-4 lods) [source - scroll down], you can afford a few less tris on those final lods. Here's a couple of verts that I believe could be removed without significant model degredation, circled in red. I also see that there are 2x 2d wheels on that one side.... most final LODs just have the 1x 2d wheel, see the arrows in red. It could save a lot of tris.
Image
Hulabi
Posts: 2277
Joined: 2009-08-08 22:15

re: [Vehicle] Patria AMV XA-360 [WIP] [FDF]

Post by Hulabi »

lod 3 : 90
lod 3 wreck : 78

Image
Psyrus
Retired PR Developer
Posts: 3841
Joined: 2006-06-19 17:10

re: [Vehicle] Patria AMV XA-360 [WIP] [FDF]

Post by Psyrus »

Looks good to me ^-^
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

re: [Vehicle] Patria AMV XA-360 [WIP] [FDF]

Post by Rhino »

Ye some good points there Psyrus but there are a few other points too.

Firstly the two most important things about LODs that you need to keep intact as much as possible is 1, the silhouette and 2, the colour.

As such, the doorway at the back you've kept can be removed since it dose nothing for the silhouette since its an indent in the model, which at a distance, you wont notice it missing as such you need to weld these UVs to the corners, same on the bottom of the mesh too:
Image


The next big thing you really need to fix up on the final lod is your UVs. Although you could about get away with it, it would look really odd having the colour change at a distance on lod swtich which will be quite obvious in this case. I know you cant get the UVs exact due to the amount the mesh has changed but there is a lot you should be able to fix without too much trouble..


LOD1 I can see quite a few areas you could optimize like the wheels and other rounded objects you could collapse some of the edges on, simple tut here on it, although most of it is on increase the tris on a cylinder, it dose go into optimizing them too: https://www.realitymod.com/forum/f189-m ... nders.html

LOD2 there is also quite a few areas I think you could optimize, like no longer needing that central vert in the wheels. Only reason you would want that on a wheeled vehicle is smoothing. Only track wheels require them to animate the texture around. Also all thous tris left over from the covers unless they are there for the UVs but don't look like they are? RWS looks like it could be optimized a lot on lod2 too Its a very small object at a long distance, shouldn't need many tris :p


You also might want to put another lod in-between LOD1 and LOD2 as right now its quite a big jump of detail between the two although can't say for sure until I looked at it myself but I'm pretty sure you will need one to brake up the gap.
Image
Hulabi
Posts: 2277
Joined: 2009-08-08 22:15

re: [Vehicle] Patria AMV XA-360 [WIP] [FDF]

Post by Hulabi »

If it had lods from 0-4, wouldn't that mean that the game would have to render it more often, thus eating up more resources than having it as it is?
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

re: [Vehicle] Patria AMV XA-360 [WIP] [FDF]

Post by Rhino »

Hulabi wrote:If it had lods from 0-4, wouldn't that mean that the game would have to render it more often, thus eating up more resources than having it as it is?
The more lods you have, the more the mesh size increases, which needs to be loaded into the memory yes but the average APC's .bundledmesh is around 3mbs which isn't that much and that's around 400kbs per lod at the most. All this means is that your systems memory is used up slightly more from having an extra LOD, the GPU still only renders the tris in the current lod shown. If it had to render all of the lods at once there would be no point in them :p

So yes while keeping mesh size down to a minimum is important to make sure you don't use up the players RAM limit (which will cause a CTD if you do), 400kbs is nothing compared to most other things loaded into the memory and if this lod is being shown for long enough, its worth the extra FPS in that gap between LOD1 and LOD2 which you will have.

Of course you don't want to go over the top with 9 lods changing 5ms from each other :p
Image
Psyrus
Retired PR Developer
Posts: 3841
Joined: 2006-06-19 17:10

re: [Vehicle] Patria AMV XA-360 [WIP] [FDF]

Post by Psyrus »

[R-DEV]Rhino wrote:Ye some good points there Psyrus but there are a few other points too.

Firstly the two most important things about LODs that you need to keep intact as much as possible is 1, the silhouette and 2, the colour.

As such, the doorway at the back you've kept can be removed since it dose nothing for the silhouette since its an indent in the model, which at a distance, you wont notice it missing as such you need to weld these UVs to the corners, same on the bottom of the mesh too
The reason I didn't suggest he remove/weld those verts at the back is if you were looking from a top down perspective at the APC, say from the castle on archer, it'd be possible for the top-down silhouette to be adversely affected by the significant change in geometry due to the loss of those angles, especially if the APC were climing a hill @ an angle and you looked down from a high position.
[R-DEV]Rhino wrote: So yes while keeping mesh size down to a minimum is important to make sure you don't use up the players RAM limit (which will cause a CTD if you do), 400kbs is nothing compared to most other things loaded into the memory and if this lod is being shown for long enough, its worth the extra FPS in that gap between LOD1 and LOD2 which you will have.
Quick question about this... is the geometry/mesh only loaded into memory when the object enters its cullradiusscale or is it permanently loaded from the beginning of the map? I assume the latter....
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

re: [Vehicle] Patria AMV XA-360 [WIP] [FDF]

Post by Rhino »

Psyrus wrote:The reason I didn't suggest he remove/weld those verts at the back is if you were looking from a top down perspective at the APC, say from the castle on archer, it'd be possible for the top-down silhouette to be adversely affected by the significant change in geometry due to the loss of those angles, especially if the APC were climing a hill @ an angle and you looked down from a high position.
Even in thous examples and it would be against the terrain it would be such a small difference that you most likely wouldn't notice it, at a distance of course :p
Its worth the extra tris it saves which is quite a few.
Psyrus wrote:Quick question about this... is the geometry/mesh only loaded into memory when the object enters its cullradiusscale or is it permanently loaded from the beginning of the map? I assume the latter....
I'm not sure but with textures I'm pretty damn sure its only when they come into view so I would imagine its probably the same case with meshes too but unsure on that.
Image
Post Reply

Return to “Coding”