[Vehicle] CV9035NL (WIP)
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Re: [Vehicle] CV9035NL (WIP)
correct[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![]()

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.
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Re: [Vehicle] CV9035NL (WIP)
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

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

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


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Re: [Vehicle] CV9035NL (WIP)
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.
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Re: [Vehicle] CV9035NL (WIP)
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.
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.
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Re: [Vehicle] CV9035NL (WIP)
Might be worth renaming it to "Statics" then[R-DEV]Amok@ndy wrote:moved from object (which is for statics) to modelling

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Re: [Vehicle] CV9035NL (WIP)
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.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
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Re: [Vehicle] CV9035NL (WIP)
nice update! 

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Re: [Vehicle] CV9035NL (WIP)
The texture is heavy wip, just wanted to have something as the model was being put together




- Mineral
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Re: [Vehicle] CV9035NL (WIP)
Looks epic
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?

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.
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Re: [Vehicle] CV9035NL (WIP)
Agree, it looks good. Waiting for more!
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Re: [Vehicle] CV9035NL (WIP)

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

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Re: [Vehicle] CV9035NL (WIP)
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 

Since its so in everyone's face I think it would be better to have something sensible on it, or off.

Pretty much every vehicle interior with a screen has a BF2 Editor error on it[R-CON]Mineral wrote:We need something funny on that screen though. Perhaps the editor? With an error?

Since its so in everyone's face I think it would be better to have something sensible on it, or off.
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Re: [Vehicle] CV9035NL (WIP)
Just add there photo of hot chick and listen to soldiers conversations later on:[R-DEV]Rhino wrote: Pretty much every vehicle interior with a screen has a BF2 Editor error on it
Since its so in everyone's face I think it would be better to have something sensible on it, or off.
-Dismount the vehicle!
-That's a negative, sir!
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Re: [Vehicle] CV9035NL (WIP)
-Dismount the vehicle![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!
-Hell no!
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Re: [Vehicle] CV9035NL (WIP)
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
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
