[Faction Concept] IS force (daesh, TROSI etc)

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CaptMiller
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Re: [Faction Concept] IS force (daesh, TROSI etc)

Post by CaptMiller »

My Hilux is ready, 5050 tris , I know that is more than technical in game, but is it big problem ? already deleted invisible polygons and optimized
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Mr.VdHeide
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Re: [Faction Concept] IS force (daesh, TROSI etc)

Post by Mr.VdHeide »

Could you perhaps post some wire frames?



D.J.
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CaptMiller
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Re: [Faction Concept] IS force (daesh, TROSI etc)

Post by CaptMiller »

Yes yes, ssooooryyy
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B2P1
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Re: [Faction Concept] IS force (daesh, TROSI etc)

Post by B2P1 »

wow, you're a fast worker.
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Mr.VdHeide
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Re: [Faction Concept] IS force (daesh, TROSI etc)

Post by Mr.VdHeide »

Yes, but this really needs optimization man... Like a lot.

Just look at some of the manny good tutorials that are here on the forum and you will understand what I am saying. :-)

Good luck,



D.J.
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CaptMiller
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Re: [Faction Concept] IS force (daesh, TROSI etc)

Post by CaptMiller »

[R-CON]Mr.VdHeide wrote:Yes, but this really needs optimization man... Like a lot.

Just look at some of the manny good tutorials that are here on the forum and you will understand what I am saying. :-)

Good luck,



D.J.
when I did spigot , I easily removed the excess 1200 polygons , but it is a different case , are almost all polygons shaped , I think it really is to remove about 300-400 tris without loss of shape , but I think this is the maximum
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Mr.VdHeide
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Re: [Faction Concept] IS force (daesh, TROSI etc)

Post by Mr.VdHeide »

Okay, start with removing those tri's. Then I will try to give you some more detailed feedback on how to further optimize your vehicle. :-)

Good luck,




D.J.
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CaptMiller
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Re: [Faction Concept] IS force (daesh, TROSI etc)

Post by CaptMiller »

[R-CON]Mr.VdHeide wrote:Okay, start with removing those tri's. Then I will try to give you some more detailed feedback on how to further optimize your vehicle. :-)

Good luck,




D.J.
Sorry, I could not find and delete the polygons that have no effect on the form(I could delete only 50 tris)
Default technical have 4100 tris, but shape is not so detailed as my, so what's the problem ? In fact, we have the difference of polygons of 300-500 , but this isrightly, cuz my is more detailed
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CaptMiller
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Re: [Faction Concept] IS force (daesh, TROSI etc)

Post by CaptMiller »

deleted_______________
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Mr.VdHeide
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Re: [Faction Concept] IS force (daesh, TROSI etc)

Post by Mr.VdHeide »

Your model is not to high poly, and the tri count isn't the problem either, it is just not properly optimized yet. So I am not asking you to remove detail, I am asking you to take a critical look and remove vertices which don't add shape to the model.

Here is some feedback:


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Red marked are the vertices you could remove. Some don't add anything others just so little they are not worth it in my opinion. Do keep in mind that I am just basing my feedback on screenshots, sometimes it is hard to tell if a vertex adds shape or not. Just remove those you also think should be removed.

If you save some tri's you could 'recycle' them and use them to make your wheels rounder. The rounder your wheels are the better they will look in game. (Though there of course is an optimum in between looks and performance). Some extra sides to your model's wheels would sure look good.


Good luck,





D.J.
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CaptMiller
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Re: [Faction Concept] IS force (daesh, TROSI etc)

Post by CaptMiller »

thx a lot, will try
Rhino
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Re: [Faction Concept] IS force (daesh, TROSI etc)

Post by Rhino »

TBH Heide only scratched the surface of the verts you can remove without changing the shape or affecting the detail of the model, since they are verts/tris that are doing nothing, and ye Heide's point about you needing to optimize the model and spend more tris on making things like the wheels rounder is spot on. Right now tiny little details like your fog lights (round ones low down) have around the same amount of sides of your wheels, yet they are around 1/4 the size, and don't even silhouette at all and you could even get away with doing them with texture normals (although I wouldn't recommend it for headlights like that). I suggest you read the feedback I posted here, as well as read a bunch of tutorials on optimized modelling / how to model for games etc, since right now your more "speed modelling", ie, making a model look right, without making sure its optimized and will work with the game: https://www.realitymod.com/forum/f388-p ... ost2139747
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CaptMiller
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Re: [Faction Concept] IS force (daesh, TROSI etc)

Post by CaptMiller »

ok will learn it , thx a lot
CaptMiller
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Re: [Faction Concept] IS force (daesh, TROSI etc)

Post by CaptMiller »

Hilux is optimized. 5018 to 4400 (-600 tris). Can I start UVing ? Or may be I can do wheels more rounder (but it increase tricounts to 5k again)

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anantdeathhawk
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Re: [Faction Concept] IS force (daesh, TROSI etc)

Post by anantdeathhawk »

Looks fantastic,keep up the good work.
CaptMiller
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Re: [Faction Concept] IS force (daesh, TROSI etc)

Post by CaptMiller »

Thx a lot)
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New desert camoflage(WIP)

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CaptMiller
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Re: [Faction Concept] IS force (daesh, TROSI etc)

Post by CaptMiller »

M113 VBIED
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LiamNL
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Joined: 2013-06-15 08:13

Re: [Faction Concept] IS force (daesh, TROSI etc)

Post by LiamNL »

I haven't seen anything about a M113 being used as a suicide vehicle before, could you maybe link an example?
LiamNL
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Re: [Faction Concept] IS force (daesh, TROSI etc)

Post by LiamNL »

Seems like a waste of a decent APC if you'd ask me, but then again it's IS, they don't make that much sense.
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