[Vehicle] Russian GAZ-2975 Tigr [WIP]
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Re: [Vehicle] Russian GAZ-2975 Tigr [WIP]
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Last edited by Deloni on 2019-08-31 13:49, edited 1 time in total.
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Re: [Vehicle] Russian GAZ-2975 Tigr [WIP]
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Last edited by Deloni on 2019-08-31 13:49, edited 1 time in total.
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Re: [Vehicle] Russian GAZ-2975 Tigr [WIP]
One thing that stood out to me: you can add more sides to stuff like the roof hatch (both the actual hatch and the circular plate on the roof), mirror and its mount, front wheel splash guard, and headlights to round them out, as you've done with the roof mounted lights. The gaps of the grill on the front of the car and the seam between the hood and the car body can also use some chamfering where they have corners.
This is worth spending some extra tris on because the silhouette of these parts stands out either against the background or the face they sit in/on, making it especially stand out if they're low poly and blocky.
The mirror itself seems to be slightly larger and thicker on the pic you posted, as well as the exhaust cap on top having a different shape. You've modelled ridges around the rear two side windows, so I'd also put it on the front seat side window, as that seems to have a similar ridge on the pic. You can use the verts on the doorhandle gap more effectively by pulling the middle two on the left side line back to create a smoother curve. Let me know if anything about that is unclear.
Lots of small things there, but overall it's really looking rather good! Hope you'll finish it![Smile :)](./images/smilies/icon_e_smile.gif)
Do you have a low poly interior already and if so, what's the total tricount for the third person model?
This is worth spending some extra tris on because the silhouette of these parts stands out either against the background or the face they sit in/on, making it especially stand out if they're low poly and blocky.
The mirror itself seems to be slightly larger and thicker on the pic you posted, as well as the exhaust cap on top having a different shape. You've modelled ridges around the rear two side windows, so I'd also put it on the front seat side window, as that seems to have a similar ridge on the pic. You can use the verts on the doorhandle gap more effectively by pulling the middle two on the left side line back to create a smoother curve. Let me know if anything about that is unclear.
Lots of small things there, but overall it's really looking rather good! Hope you'll finish it
![Smile :)](./images/smilies/icon_e_smile.gif)
Do you have a low poly interior already and if so, what's the total tricount for the third person model?
![Image](http://i.imgur.com/8Tpz2u7.png)
- Hokunin
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Re: [Vehicle] Russian GAZ-2975 Tigr [WIP]
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Last edited by Deloni on 2019-08-31 13:50, edited 4 times in total.
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Re: [Vehicle] Russian GAZ-2975 Tigr [WIP]
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Last edited by Deloni on 2019-08-31 13:50, edited 1 time in total.
- Mineral
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Re: [Vehicle] Russian GAZ-2975 Tigr [WIP]
Is it UV'd yet? otherwise I would suggest not making the wreck yet. Otherwise that means double work. Wrecks can be 'easily' made as well by the exporter as it's not much of a critical job.
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Re: [Vehicle] Russian GAZ-2975 Tigr [WIP]
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Last edited by Deloni on 2019-08-31 13:51, edited 2 times in total.
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Re: [Vehicle] Russian GAZ-2975 Tigr [WIP]
Ye, you really shouldn't do the wreck model until its at least UVed, probaly textured as well tbh and best stage is to do it once the main model is exported, same with the LODs too but to do that you really need to work directly with the exporter, or better yet export it yourself ![Smile :)](./images/smilies/icon_e_smile.gif)
Anyways first thing that sticks out just comparing it with the ref image is the overhead light in front of the gunner, is much higher than on the ref and think it would be good to have it pointing down too, like on the ref. You also need to make the mounting for the weapons as part of the model itself.
Next is your 3p model really 15k tris? That is really too high if it is. There are lots of little things I can see you can save a bunch of tris on, loads of small cables and other cylinder objects that have lots of sides they simply don't need. Things like the wing mirror brackets have loads of sides where they really don't need them. Also your wheels could be far more optimized, no need for that edge right before the rim and also the inside rim should have far fewer sides etc. Your 3rd person interior also has loads of 3D detail it simply dose not need and is simply going to be wasted as no one is going to notice it even on the odd occasion they manage to get a decent look though the windows into the back, which is hardly ever going to happen... 3rd Person interiors should really be the most basic shape with textures from the 1p model baked onto them to give them their detail.
I'm also seeing a few smoothing issues here and there, fire extinguisher, wing mirrors etc. Also some things like your seats which are fully smoothed even thou they have no control edges to control the smoothing effects and as such, have a load of smoothing errors on them so unless your going to bake normal maps from a High Poly model to control their smoothing you should really just only smooth things in ~60deg angle of each other and nothing over 90degs. Should really get them cleaned up before you start UVing and texturing![Smile :)](./images/smilies/icon_e_smile.gif)
Other than that looks good and keep up the good work!![Very Happy :D](./images/smilies/icon_e_biggrin.gif)
![Smile :)](./images/smilies/icon_e_smile.gif)
Anyways first thing that sticks out just comparing it with the ref image is the overhead light in front of the gunner, is much higher than on the ref and think it would be good to have it pointing down too, like on the ref. You also need to make the mounting for the weapons as part of the model itself.
Next is your 3p model really 15k tris? That is really too high if it is. There are lots of little things I can see you can save a bunch of tris on, loads of small cables and other cylinder objects that have lots of sides they simply don't need. Things like the wing mirror brackets have loads of sides where they really don't need them. Also your wheels could be far more optimized, no need for that edge right before the rim and also the inside rim should have far fewer sides etc. Your 3rd person interior also has loads of 3D detail it simply dose not need and is simply going to be wasted as no one is going to notice it even on the odd occasion they manage to get a decent look though the windows into the back, which is hardly ever going to happen... 3rd Person interiors should really be the most basic shape with textures from the 1p model baked onto them to give them their detail.
I'm also seeing a few smoothing issues here and there, fire extinguisher, wing mirrors etc. Also some things like your seats which are fully smoothed even thou they have no control edges to control the smoothing effects and as such, have a load of smoothing errors on them so unless your going to bake normal maps from a High Poly model to control their smoothing you should really just only smooth things in ~60deg angle of each other and nothing over 90degs. Should really get them cleaned up before you start UVing and texturing
![Smile :)](./images/smilies/icon_e_smile.gif)
Other than that looks good and keep up the good work!
![Very Happy :D](./images/smilies/icon_e_biggrin.gif)
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Re: [Vehicle] Russian GAZ-2975 Tigr [WIP]
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Last edited by Deloni on 2019-08-31 13:52, edited 1 time in total.
- Mr.VdHeide
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Re: [Vehicle] Russian GAZ-2975 Tigr [WIP]
Hi,
I am new to all of this as well as you may know, but just only in your latest post I can already spot some parts that could do with less tris. The long handgrip thing on the side of the rooftop for instance seems to be having like 8 sides or even more, that is just too much, 5, maybe 4 sides would work as well and save lots and lots of tris.
The thing explained above pretty much goes for the entire model, most of the round parts are just too round. If you would only model those things again or collapse some edges I am sure your model could end up around 11,000 tris.
Good luck,
Dj.
I am new to all of this as well as you may know, but just only in your latest post I can already spot some parts that could do with less tris. The long handgrip thing on the side of the rooftop for instance seems to be having like 8 sides or even more, that is just too much, 5, maybe 4 sides would work as well and save lots and lots of tris.
The thing explained above pretty much goes for the entire model, most of the round parts are just too round. If you would only model those things again or collapse some edges I am sure your model could end up around 11,000 tris.
Good luck,
Dj.
![Image](https://i.imgur.com/bBHxLEX.png)
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Re: [Vehicle] Russian GAZ-2975 Tigr [WIP]
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Last edited by Deloni on 2019-08-31 13:53, edited 1 time in total.
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Re: [Vehicle] Russian GAZ-2975 Tigr [WIP]
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Last edited by Deloni on 2019-08-31 13:53, edited 3 times in total.
- Mineral
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Re: [Vehicle] Russian GAZ-2975 Tigr [WIP]
Can we get some wireframes from all sides?
Judging just from that picture, I still see very round areas that I think can look worse. PR and BF2 is a extremely old game, while most of our assets look better then BF2's, we remain within a range of quality. Otherwise the total triangle count in the game would just become to hard for the engine to handle. I believe you are aiming for a too high level. Stuff simply needs to look a bit worse in PR in order to work
I'd say your biggest eaters are still rounded objects. Steering wheel(which should be basic for 3P) , the front bars, the handle bars everywhere. The rope on the side is also nice detail but unless it loses almost all of it details, I'm not sure if such detail is worth the tris.
I also think you can still shave off lots of triangles without losing almost any visual detail. Specially if you consider doing proper normal maps.
![Smile :)](./images/smilies/icon_e_smile.gif)
Judging just from that picture, I still see very round areas that I think can look worse. PR and BF2 is a extremely old game, while most of our assets look better then BF2's, we remain within a range of quality. Otherwise the total triangle count in the game would just become to hard for the engine to handle. I believe you are aiming for a too high level. Stuff simply needs to look a bit worse in PR in order to work
![Sad :(](./images/smilies/icon_e_sad.gif)
I also think you can still shave off lots of triangles without losing almost any visual detail. Specially if you consider doing proper normal maps.
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Re: [Vehicle] Russian GAZ-2975 Tigr [WIP]
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Last edited by Deloni on 2019-08-31 13:54, edited 1 time in total.
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- Mr.VdHeide
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Re: [Vehicle] Russian GAZ-2975 Tigr [WIP]
Now that is more like it! ![Very Happy :D](./images/smilies/icon_e_biggrin.gif)
Great work, as you can see the model still looks the same but it will perform a lot better.
Kind regards,
Dj.
![Very Happy :D](./images/smilies/icon_e_biggrin.gif)
Great work, as you can see the model still looks the same but it will perform a lot better.
Kind regards,
Dj.
![Image](https://i.imgur.com/bBHxLEX.png)
- Hokunin
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Re: [Vehicle] Russian GAZ-2975 Tigr [WIP]
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Last edited by Deloni on 2019-08-31 13:58, edited 2 times in total.