[Vehicle] CV9035NL (WIP)

Everything but Static Objects
Post Reply
CTRifle
Retired PR Developer
Posts: 1056
Joined: 2011-01-03 14:57

Re: [Vehicle] CV9035NL (WIP)

Post by CTRifle »

ohhh that makes sense, Didnt know that
Image
Image
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: [Vehicle] CV9035NL (WIP)

Post by Rhino »

[R-CON]Mineral wrote:You can have multiple 1st person lods. So you can make the turret and top GEOM0/lod0 so that the gunner and driver load that one. And then you can use GEOM0/lod1 for the infantry interior. That way you can make it so that only the people in the back need to load the interior geometry and textures. Rhino can explain this better with some pics though ;)
correct :)

Can search for some of my previous posts on this matter for more info and pics if you need but min has explained it pretty well :)

Its also how handheld weapons do their scope models, with the scope being geom0, lod1 and the normal 1p rifle model being geom0, lod0.
Image
CTRifle
Retired PR Developer
Posts: 1056
Joined: 2011-01-03 14:57

Re: [Vehicle] CV9035NL (WIP)

Post by CTRifle »

Hey guys, been on vacay since thursday, but im back and have some progress to update on. Still adding some stuff to the 1P, and I got to work on the main LODS

Image
Do you guys want individual pics of every lod?

the numbers so far are

LOD0
4212 polys, 6456 tris

LOD1
3584 polys, 5598 tris

LOD2
2404 polys, 3910 tris

LOD3
920 poys, 1262 tris
Image
Image
User avatar
Mineral
Retired PR Developer
Posts: 8533
Joined: 2012-01-02 12:37
Location: Belgium

Re: [Vehicle] CV9035NL (WIP)

Post by Mineral »

I think the turret on LOD3 can be quite a bit simpler no? I suggest a LOD4 to that is pretty much a silhouette with only the main material on it. No tracks or anything like that.
Image
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: [Vehicle] CV9035NL (WIP)

Post by Rhino »

I can't see much from your pics but antennas shouldn't be modelled on, they are added as child objects in the code with ones that are flexible etc and your final lod should be around 100 tris.

Its also not even worth mentioning polys, just talk about tris as at the end of the day all the polys are converted into tris on export and its a far more accurate measurement all together.
Image
CTRifle
Retired PR Developer
Posts: 1056
Joined: 2011-01-03 14:57

Re: [Vehicle] CV9035NL (WIP)

Post by CTRifle »

ok thanks, will do
Image
Image
Amok@ndy
Retired PR Developer
Posts: 5144
Joined: 2008-11-27 22:13

Re: [Vehicle] CV9035NL (WIP)

Post by Amok@ndy »

moved from object (which is for statics) to modelling
Image
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: [Vehicle] CV9035NL (WIP)

Post by Rhino »

[R-DEV]Amok@ndy wrote:moved from object (which is for statics) to modelling
Might be worth renaming it to "Statics" then ;)
Image
Psyrus
Retired PR Developer
Posts: 3841
Joined: 2006-06-19 17:10

Re: [Vehicle] CV9035NL (WIP)

Post by Psyrus »

CTRifle wrote:Hey guys, been on vacay since thursday, but im back and have some progress to update on. Still adding some stuff to the 1P, and I got to work on the main LODS

the numbers so far are

LOD0
4212 polys, 6456 tris

LOD1
3584 polys, 5598 tris

LOD2
2404 polys, 3910 tris

LOD3
920 poys, 1262 tris
Your final LOD should be about 20% of what it currently is, but you could arguably have a LOD4. If you make your LOD2 closer too 3000tris [optimize the tracks, and the top of the turret], then push your LOD3 down a bit with the same kind of optimizations as LOD2, then you should be able to hit 200-300 tris for your LOD4 without an issue.
Glimmerman
Retired PR Developer
Posts: 3237
Joined: 2007-08-14 11:12

Re: [Vehicle] CV9035NL (WIP)

Post by Glimmerman »

nice update! :)
CTRifle
Retired PR Developer
Posts: 1056
Joined: 2011-01-03 14:57

Re: [Vehicle] CV9035NL (WIP)

Post by CTRifle »

The texture is heavy wip, just wanted to have something as the model was being put together
Image
Image
Image
User avatar
Mineral
Retired PR Developer
Posts: 8533
Joined: 2012-01-02 12:37
Location: Belgium

Re: [Vehicle] CV9035NL (WIP)

Post by Mineral »

Looks epic :D I love well made vehicle interiors. It adds a lot to the immersion.

We need something funny on that screen though. Perhaps the editor? With an error?
Last edited by Mineral on 2014-03-23 18:48, edited 1 time in total.
Image
ddeo
Retired PR Developer
Posts: 790
Joined: 2012-04-26 08:16

Re: [Vehicle] CV9035NL (WIP)

Post by ddeo »

Agree, it looks good. Waiting for more!
AfterDune
Retired PR Developer
Posts: 17093
Joined: 2007-02-08 07:19

Re: [Vehicle] CV9035NL (WIP)

Post by AfterDune »

That looks totally hot ;) .
Image
lucky.BOY
Posts: 1438
Joined: 2010-03-03 13:25

Re: [Vehicle] CV9035NL (WIP)

Post by lucky.BOY »

Image

Get rid of those areas marked by arrows, you dont want to be wasting any UV space. You can be generous with tris, so weld it up as much as you can (where its practical).

Other than that, looks great :)
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: [Vehicle] CV9035NL (WIP)

Post by Rhino »

Looking good, and what lucky said although you really should have done that before texturing but you can at least now think of a few new things to add inside and put in the freed up UV space :)
[R-CON]Mineral wrote:We need something funny on that screen though. Perhaps the editor? With an error?
Pretty much every vehicle interior with a screen has a BF2 Editor error on it :p

Since its so in everyone's face I think it would be better to have something sensible on it, or off.
Image
temexter
Posts: 397
Joined: 2009-11-23 15:50

Re: [Vehicle] CV9035NL (WIP)

Post by temexter »

How about this:

Image

Or this:
Image
Image
ImageImageImage
ddeo
Retired PR Developer
Posts: 790
Joined: 2012-04-26 08:16

Re: [Vehicle] CV9035NL (WIP)

Post by ddeo »

[R-DEV]Rhino wrote: Pretty much every vehicle interior with a screen has a BF2 Editor error on it :p

Since its so in everyone's face I think it would be better to have something sensible on it, or off.
Just add there photo of hot chick and listen to soldiers conversations later on:
-Dismount the vehicle!
-That's a negative, sir!
Kovanaama
Posts: 250
Joined: 2011-09-07 15:04

Re: [Vehicle] CV9035NL (WIP)

Post by Kovanaama »

[R-COM]ddeo wrote:Just add there photo of hot chick and listen to soldiers conversations later on:
-Dismount the vehicle!
-That's a negative, sir!
-Dismount the vehicle!
-Hell no!

FDF Looking for Modellers, Mappers, Textureartists and Exporters! #fdfpr @ QuakeNet orPM Hulabi
Glimmerman
Retired PR Developer
Posts: 3237
Joined: 2007-08-14 11:12

Re: [Vehicle] CV9035NL (WIP)

Post by Glimmerman »

This is the real thing, the SAAB UTAAS and what the screen should display:

https://www.dropbox.com/s/s6y0z4yy6whlf ... 0UTAAS.png

But a pictiure of a nice girl somewhere else in the cabin sound nice also, we have one in our Bushmaster as well :)
Post Reply

Return to “Modelling&Animations”