dcal 16 Posted October 31, 2013 I want to start modding when new tools are released, or I may start with Blender. What is considered a decent Poly Count for Arma 3 models? I don't want to be too high or too low. Thanks Share this post Link to post Share on other sites
nodunit 397 Posted October 31, 2013 (edited) It varies depending on all sorts of things, how many splits you have in your UV map (creates artificial splits you don't see) and many sharp shaded surfaces you have (again, splits in the program but not necessarily counted in the physical numbers). 15 to 20K depending on how your model is set up, for example say you import a model with no UV's, you can probably duplicate said model until the count reaches 30K, but when you add in UV's that count will steadily drop depending on how many islands you have. The easiest way to know if it will work or not is to view the model in bulldozer, if you can see it then it will show ingame, if the program fails to render it then you will need to make some adjustments. You can get around this hard count by using proxies however, and depending on what you are making it might even be better as proxies can have their own shadows so lets say you're making an aircraft cockpit, obviously having all of the buttons, knobs and panels is going to be heavy on the count so you may want to use proxies to subtitute on some things, by doing that you can also use the shadow LOD so that these components cast shadows to give a full 3D effect. For example http://i1.ytimg.com/vi/DuWi8RTArcY/maxresdefault.jpg Edited October 31, 2013 by NodUnit Share this post Link to post Share on other sites
dcal 16 Posted October 31, 2013 Thanks for the reply NodUnit, this helps. I am starting with 0 experience and getting educated on the basics. Share this post Link to post Share on other sites
nodunit 397 Posted October 31, 2013 In that case you may want to watch these videos And this http://community.bistudio.com/wiki/Oxygen_2_-_Manual What tools will you be using, when you say 0 experience is it with addon making or the whole process? Modelling, texturing, config, rigging, etc? Share this post Link to post Share on other sites
dcal 16 Posted November 1, 2013 In that case you may want to watch these videos And this http://community.bistudio.com/wiki/Oxygen_2_-_Manual What tools will you be using, when you say 0 experience is it with addon making or the whole process? Modelling, texturing, config, rigging, etc? Thanks for the resources. All of the above, gotta start somewhere ;-) Share this post Link to post Share on other sites
nodunit 397 Posted November 1, 2013 True that. If you're starting from the very base ground then you may find some of these videos enlightening, very simple but very informative. http://www.youtube.com/user/GuerrillaCG/videos You may also want to view some of the tutorials here http://www.armaholic.com/plug.php?e=faq&cid=9 and start off with something very basic to get a feel for what to do, because you will need to know a LOT of things if you plan on tackling the advanced stuff, especially arma 3 standard. Do you have the tools installed and do you know where to get them? Share this post Link to post Share on other sites
surpher 1 Posted November 1, 2013 Arma Toolbox for Blender - Arma 2/3 exporter script Share this post Link to post Share on other sites
dcal 16 Posted November 1, 2013 Arma Toolbox for Blender - Arma 2/3 exporter script Thanks guys. I was thinking about trying Blender instead of waiting for the new tools(wish we had a timeline for that). Is Blender a little more user friendly? I would still need to preview the item in Bulldozer right? Share this post Link to post Share on other sites
nodunit 397 Posted November 1, 2013 Bulldozer is Oxygen 2's preview tool, you'll need it to view the aircraft to see how it would look ingame in case shading properties are altered on export, as well as with materials applied. Blender is actually pretty good once you get the hang of it, unlike most 3D tools, it relies fully on keyboard shortcuts rather than a drop down list, you actually have a positive in that you're starting fresh and aren't used to the mannerisms of another program. Here is a tutorial to get you started Share this post Link to post Share on other sites