[Attchment] PCS-6

Discussion pertaining to the PR Polish Forces faction.
Fresz
Posts: 267
Joined: 2008-10-04 17:53

[Attchment] PCS-6

Post by Fresz »

For now model has 3073 tris.

Made by xyz

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Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: [Attchment] PCS-6

Post by Rhino »

3k tris is a lot for a scope and the model doesn't look very optimized to me. Might want to check this tut out but will only help you with a bit of the optimization problems: https://www.realitymod.com/forum/f189-m ... nders.html

Also has this been made with Maya? Your going to want to get it into max asap if so otherwise its just going to be harder to port later.
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Dude_Nukem
Posts: 131
Joined: 2010-07-25 19:20

Re: [Attchment] PCS-6

Post by Dude_Nukem »

I don't know sh.. about moddelling but this is very well imitated, to me :) .
Like two drops of water.
xyz
Posts: 4
Joined: 2012-07-03 12:11

Re: [Attchment] PCS-6

Post by xyz »

@Rhino

At this stage this model was made only for comparsion with oryginal PCS-6 model. So it will be optymized. Since I'm very new to modeling for BF I'd like to know few things..

How many triangles should fit in. LOD1: LOD2: LOD3: for scope, since i don't know triangle count for other elements of weapon.
Rhino
Retired PR Developer
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Re: [Attchment] PCS-6

Post by Rhino »

xyz wrote:@Rhino

At this stage this model was made only for comparsion with oryginal PCS-6 model. So it will be optymized. Since I'm very new to modeling for BF I'd like to know few things..

How many triangles should fit in. LOD1: LOD2: LOD3: for scope, since i don't know triangle count for other elements of weapon.
Giving triangle counts isn't something I like to do as it very much depends on the model your making, rather than the object type IMO but I can see looking at your model it can be very much more optimized than it is while still looking pretty much the same. But to give you an idea the 1st person SUSAT (geom0, lod0) model (not scoped in) is 974 tris (very low poly, could do with a bit more detail tbh), its scoped in mesh is (geom0, lod1) is 2,088 tris. Its 3rd person model (geom1) lod0 is 475 tris, lod1 is 359 tris, lod2 101 tris and its lod3, final lod being part of the 2D lod for the entire rifle being a total of 4 tris. For the ACOG its 1st person non scoped in model (geom0, lod0) is 2,034 tris and its 1st person, scoped in model (geom0, lod1) is 2,381 tris. Its 3rd person model (geom1) lod0 is 583 tris, lod1 is 397 and lod2 is 154, with its lod3 being part of the 2D final lod which is for the entire rifle being 4 tris.

I would say your model could come down to 2k tris for its geom0, lod0 mesh without looking much different than it dose now with some basic optimization on it and abouts what you should be aiming towards. The ACOG frankly is a much more complicated model and that's 2k tris so this should easily be able to get under that.

You should also check this tut out here: https://www.realitymod.com/forum/f189-m ... apons.html
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xyz
Posts: 4
Joined: 2012-07-03 12:11

Re: [Attchment] PCS-6

Post by xyz »

...so I end up with 2270 tris, but I think i can stil remove some of tris ...

Images updated - old ones removerd
Last edited by xyz on 2012-07-04 07:43, edited 1 time in total.
Tim270
PR:BF2 Developer
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Re: [Attchment] PCS-6

Post by Tim270 »

That looks MUCH better already.

http://bartoszpiasecki.pl/portfolio-mod ... 0003_5.jpg

As for this, you can get rid of the 'grid' or curved part of the glass as it is facing away from the player, it will never been seen. Make it a flat plane and imo you are good.
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: [Attchment] PCS-6

Post by Rhino »

Ye, also for 1p we are now "hollowing out the scopes" as per this blog, but you need to talk to Chuc on info about that: Some 1.0 weapon updates - Project Reality Forums
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xyz
Posts: 4
Joined: 2012-07-03 12:11

Re: [Attchment] PCS-6

Post by xyz »

2163 Tris
The curvature of lens remains but I droped down triangles by 60%

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Update ... Curvature of front lens rised
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Rhino
Retired PR Developer
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Re: [Attchment] PCS-6

Post by Rhino »

You could do the curvature on a flat plane with a normal map just as well...
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xyz
Posts: 4
Joined: 2012-07-03 12:11

Re: [Attchment] PCS-6

Post by xyz »

Number of edges (22 now) remains the same, the entire lens now has 44 Tris. It makes sense to fight for a few triangles at this stage at cost of good apperance from side ? I can reduce this by 24 triangles and use normal map as well. Decision is up to you :smile:
Trek762
Posts: 42
Joined: 2012-07-03 16:54

Re: [Attchment] PCS-6

Post by Trek762 »

I think decision is up to You, just because You make this model. But it's good to have optimised model in the game, isn't it?
Ragni<RangersPL>
Posts: 1319
Joined: 2007-08-13 10:44

Re: [Attchment] PCS-6

Post by Ragni<RangersPL> »

Hmmmm.... new PCS6 :) Obviously, mine wasn't pretty enough :razz:
ImageRANGERS LEAD THE WAY!!!
:29_slaps: Do not post stupid suggestions just because you had a bad round in PR :fryingpan
Fresz
Posts: 267
Joined: 2008-10-04 17:53

Re: [Attchment] PCS-6

Post by Fresz »

Ragni<RangersPL> wrote:Hmmmm.... new PCS6 :) Obviously, mine wasn't pretty enough :razz:
Good to see you here :) I know you are following our work :)

Your one was not in our hands... It probably got lost somewhere just like few of them ;(
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simeon5541
Posts: 507
Joined: 2011-01-11 22:33
Location: Serbia

Re: [Attchment] PCS-6

Post by simeon5541 »

Are those optics used on Polish Dragunov,or only on Beryl ?
Fresz
Posts: 267
Joined: 2008-10-04 17:53

Re: [Attchment] PCS-6

Post by Fresz »

PKM and UKM 2000 only (possibly on dragunov as well)
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simeon5541
Posts: 507
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Location: Serbia

Re: [Attchment] PCS-6

Post by simeon5541 »

Wait,Beryl will not use these optics ?
Fresz
Posts: 267
Joined: 2008-10-04 17:53

Re: [Attchment] PCS-6

Post by Fresz »

simeon5541 wrote:Wait,Beryl will not use these optics ?
No. Beryl will have EoTech+3x magnefier (just liek on TAR21)
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