[Vehicle] Land Rover Defender [WIP](FDF,GB)

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Kovanaama
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Re: [Vehicle] Land Rover Defender [WIP](FDF,GB)

Post by Kovanaama »

Been busy with work almost 24/7. Got few minutes. Ye here some screens for you guys.

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Here is the faces selected that need to be moved in order to achieve the desired solution.

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If moved, there is lot of things that have to consider. The easiest way is to delete all and start from the scratch. It saves a lot of time coz i dont have to spend so much time to fix all little problems.

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UV as requested

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ddeo
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Re: [Vehicle] Land Rover Defender [WIP](FDF,GB)

Post by ddeo »

From scratch? Naah. Send me the .obj (I don't work in max) together with texture. Let me see it. :)

edit: you can do this via pm if you don't want to share file with the rest.
Rhino
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Re: [Vehicle] Land Rover Defender [WIP](FDF,GB)

Post by Rhino »

TBH Your UV packing could be a lot better, with a lot more stuff welded up. Personally I would centre everything around the roof, welding both sides onto its sides, and go from there, with finally packing all the small objects into the most suitable spaces left. I also take a lot of your UV scaling is very different, most notable I'm guessing the tyre is the entire length of the sheet which is pretty ott tbh.
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Kovanaama
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Re: [Vehicle] Land Rover Defender [WIP](FDF,GB)

Post by Kovanaama »

[R-DEV]ddeo wrote:From scratch? Naah. Send me the .obj (I don't work in max) together with texture. Let me see it. :)

edit: you can do this via pm if you don't want to share file with the rest.
Thanks man! I send you the files later when i get home from work. :)


[R-DEV]Rhino wrote:TBH Your UV packing could be a lot better, with a lot more stuff welded up. Personally I would centre everything around the roof, welding both sides onto its sides, and go from there, with finally packing all the small objects into the most suitable spaces left. I also take a lot of your UV scaling is very different, most notable I'm guessing the tyre is the entire length of the sheet which is pretty ott tbh.
I was wondering when you come and say that packing would be better. :lol:
But yea seriously. I see what i can do. Time is the biggest problem atm. I can make changes but as i said before, it takes time. Either im working or sleeping. Nothing much between exept playing with kids (and with wife ofc ;) )

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Kovanaama
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Re: [Vehicle] Land Rover Defender [WIP](FDF,GB)

Post by Kovanaama »

Question time.

3P model is ready. Special thanks to ddeo who jumped in and helped out with the windows. I have made the 1P model and made the UV: s. Now i tried to render the model on the UV sheet with Omni light so that i have nice and good looking sheet for textures. Now the problem is that it renders only the exterior, not the interior. How can i fix this?
Last edited by Kovanaama on 2017-01-11 10:53, edited 1 time in total.

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Mr.VdHeide
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Re: [Vehicle] Land Rover Defender [WIP](FDF,GB)

Post by Mr.VdHeide »

Hi,


So you tried to make an Ambient Occlusion bake (AO), but what went wrong? Pics? You used the render to texture tool and what did you get from that?





D.J.
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Kovanaama
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Re: [Vehicle] Land Rover Defender [WIP](FDF,GB)

Post by Kovanaama »

[R-CON]Mr.VdHeide wrote:Hi,


So you tried to make an Ambient Occlusion bake (AO), but what went wrong? Pics? You used the render to texture tool and what did you get from that?

D.J.
Yes i tried AO bake to make textures. For the exterior it works great but when trying to do the same thing for the 1P model, everything inside is black because light wont illuminate the surfaces. The texture sheet is black, only roof, hood and outside windows of the vehicle are visible in it.

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Here is the 1P model from outside. As you can see, the surfaces from outside are on the sheet but everything inside is dark. You can see a rear seats a little bit that takes skylight effect.

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You can see that skylight provides some light inside from the hatch but not nearly enough that we could use it for texture sheet. Its all black inside.

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Mr.VdHeide
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Re: [Vehicle] Land Rover Defender [WIP](FDF,GB)

Post by Mr.VdHeide »

Hi,


I see the issue you are having. I am not really an expert but I tried using a few different lights. I haven't found the perfect solution yet, but the mr Area Omni light worked when placing them inside one of my 1P models. The result was rather **** however since I used a basic unwrap (haven't done the UV's for the 1P model yet).

There are probably better ways to do this, I will ask some of the DEV's, they probably know how to do this properly.




D.J.
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Rhino
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Re: [Vehicle] Land Rover Defender [WIP](FDF,GB)

Post by Rhino »

Delete the glass, skylights can't go through transparent surfaces (although from your pics, they don't even look transparent?) and also try putting the skylight inside your vehicle for the 1p model.
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Kovanaama
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Re: [Vehicle] Land Rover Defender [WIP](FDF,GB)

Post by Kovanaama »

I will delete the glass. I tried to put the skylight inside the vehicle, all it does is make the model more brighter so no help of that either. I will test the glass thing. Should do the trick.

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Mr.VdHeide
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Re: [Vehicle] Land Rover Defender [WIP](FDF,GB)

Post by Mr.VdHeide »

I hope it will, keep us updated and good luck! :-D



D.J.
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Kovanaama
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Re: [Vehicle] Land Rover Defender [WIP](FDF,GB)

Post by Kovanaama »

[R-CON]Mr.VdHeide wrote:I hope it will, keep us updated and good luck! :-D



D.J.
Thanks. :)

So! The problem was solved by deleting the windows so now CTRifle can start working on interior. In the mean time i started working with the LODS. This is my first time making these but i gathered some info about them and this is the result. The wreck is same as LOD0 but i will cut some tris here and there. What do u guys think? Awesome texure credits go to CTRifle. 8)

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Oh and the numbers are Triangles btw... was too lazy to start editing them at this point. :D

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Rhino
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Re: [Vehicle] Land Rover Defender [WIP](FDF,GB)

Post by Rhino »

Nice work but got any close up shots of LOD0 and LOD1 comparisons, ie, large pictures taken from the same angles of both to easily compare. Also LOD3 needs to be optimised more, only 6042tris less than LOD2 isn't enough and you can remove some of the bigger details around then like the front rail etc, by this point the biggest thing to keep is the silhouette shape and the colour, and your final LOD (ie, LOD4) should be around 100 tris with it only being the most basic shape of the vehicle possible which is then seen at extreme range, just before the object gets totally culled from drawing at an even bigger range (although that is normally beyond most maps VDs for vehicles of this size, but final lods generally start rendering at around 500m) and the final lod should have only one material and no sub (moving) parts (i, wheels become part of the main mesh and don't rotate, and some things can even be integrated, or removed onto the main mesh before the final lod too that won't be missed or seen moving) to minimise draw calls.

Your wreck model could also do with some more messing up from the looks of it, can have things like the radio disruptor box things blown off and can twist the thing much more. Also remove and/or break the glass :)
One tip to speed things up is to make the wreck after you've finalized the LODs, with then having all the LODs on top of each other, applying an editable poly to all of them (and any other modifiers you want to do to all of them like FFD, noise etc) and then make the changes to all of them and it will save you a lot of work, but will need to check all of them to make sure the changes were properly applied to all of them and you didn't mess anything up but generally if your careful, its much quicker. You can also use the Multi-Rez optimizer modifier for the LODs for further optimisation a lot more on wreck LODs since any errors made by this tool are much harder to spot since the errors are normally a messed up mesh, and since the wreck is already messed up, generally other than huge UV errors, they are fine :)
EDIT: might make a small video on this since I'm due to make a new wreck model soon ;)

Keep up the good work! :D
Last edited by Rhino on 2017-01-11 09:47, edited 3 times in total.
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Kovanaama
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Re: [Vehicle] Land Rover Defender [WIP](FDF,GB)

Post by Kovanaama »

Great feedback as always! Thank you. :)

Here is the comparison pictures. I made the LOD4 too. The video thing would be exelent for future.


LOD 0 8017 tri
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LOD 1 3883 tri
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LOD 2 2743 tri
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LOD 3 2101 tri
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LOD 4 105 tri
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Btw... i deleted the whole interior of LOD1 because no one is close enough to see inside anyway. Is this right or should i fix it? If not, then next step would be smash the wreck a littlebit more.

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Rhino
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Re: [Vehicle] Land Rover Defender [WIP](FDF,GB)

Post by Rhino »

Ye as I thought, LOD1 is far too low poly right now.

LOD1 is seen by Low GFX users up close and only a few meters away by High GFX users and as such, it needs to still have quite a bit of detail, just removing all the tiny details and unnecessary polys that won't be missed for gameplay reasons, sellouts or after a few meters away, ie, things like small bolts etc.

Quick example using the Lynx AH.7:

LOD0:
http://i.imgur.com/D5drYfV.jpg
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http://i.imgur.com/qNr5sw1.jpg
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http://i.imgur.com/QIFEruD.jpg
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http://i.imgur.com/pEi8xmT.jpg
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LOD1:
http://i.imgur.com/EhlEVcO.jpg
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http://i.imgur.com/fbEG9ZE.jpg
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http://i.imgur.com/qIuHUJh.jpg
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http://i.imgur.com/3Y5CehR.jpg (pilot seat posistion has been fixed)
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Best if you open the LOD0 and LOD1 images in tabs and switch between them quickly to easily see the differences :D


Your current LOD1 should replace your LOD2, although with optimisations to the small details like antennas making them just super simple etc, but it needs a basic interior with no small details (just the big things like seats etc, but super simple versions) for LOD2, LOD3 you can have a simple empty interior (no seats etc) and LOD4 you can have no interior even, your current LOD4 shouldn't have cuts through it like you've done, just costs more polys, also make new cylinders for your wheels that are round and UV them to the map than trying to optimize them like that. Here is the final LOD for the Lynx AH.7:
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EDIT: Lynx LOD3:
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LOD2:
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Last edited by Rhino on 2017-01-11 12:19, edited 1 time in total.
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Kovanaama
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Re: [Vehicle] Land Rover Defender [WIP](FDF,GB)

Post by Kovanaama »

Exelent examples! This will make LOD making much easier now. I will compare the pictures and make the changes as you suggested. I can send you the .max file when ready. :)

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Kovanaama
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Re: [Vehicle] Land Rover Defender [WIP](FDF,GB)

Post by Kovanaama »

Any ideas what comes here? If someone has some refs, that would be exelent. :)

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Rhino
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Re: [Vehicle] Land Rover Defender [WIP](FDF,GB)

Post by Rhino »

Ye, this aircon unit Ploddit suggested sounds about right, pretty vital in Iraq etc :p
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FlyingR
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Re: [Vehicle] Land Rover Defender [WIP](FDF,GB)

Post by FlyingR »

Will this Land Rover also explode if it drives through bumps or some small things? And how many people will it seat?

As well, maybe you could add music it to it, like ride into battle with Finnish polka to scare the enemy away!
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