nephilim 0 Posted February 28, 2005 hi as the topic says make question on modeling ask if u need help post tips and tricks ill start here the pictures are selfexplanatroy but ill give a word on this u can see 2 mehses of 2 identical nose gears they look same, infact they differ in polycount its due the way they are modelled it might look minicule at first but if u sum things up u can save upto 1000+ faces with such a thechinque post post post post cheers Share this post Link to post Share on other sites
nephilim 0 Posted February 28, 2005 some additonal pics that didnt fit in discuss ur meshes guys! Share this post Link to post Share on other sites
soul_assassin 1750 Posted February 28, 2005 Useful tip: Apparently OFP doesnt care about number of faces it cares about the number of verticies so deleting unused faces without deleting any verticies does nothing. Share this post Link to post Share on other sites
havocsquad 0 Posted March 1, 2005 Yeah, that makes sense because in a way that's like smashing an object to pieces but leaving the crumbled mass there. Â It's still the same amount and now you have an ugly mess.. Share this post Link to post Share on other sites
csj 0 Posted March 1, 2005 When trimming a model down in last res lod for shadow etc. Personally I found that its the face count that makes the difference. Share this post Link to post Share on other sites
Footmunch 0 Posted March 1, 2005 I've always found it easier to build the shadow lod up from the geo lod, rather than down from a higher res lod. You've gotta do a geo anyway, so it saves some time. If a cylinder is going to be seen up close, a 'circumference' of 16 or so looks far more smooth than the default 10, at the expense of only 12 polys per section. Also, 16 can be divided into halves and quarters more easily. Share this post Link to post Share on other sites
SelectThis 0 Posted March 1, 2005 For big complicated symmetrical models, just make one half, then copy, invert and join. STT Share this post Link to post Share on other sites
Messiah 2 Posted March 1, 2005 For big complicated symmetrical models, just make one half, then copy, invert and join.STT a technique i've used alot... as you'll realise, 90% of the stuff out there has some element of symetry, espeically weapons Share this post Link to post Share on other sites
soul_assassin 1750 Posted March 1, 2005 When trimming a model down in last res lod for shadow etc.Personally I found that its the face count that makes the difference. Thats because the engine has a face limitation on the shadow lod, but i was talking performance wise. This also applies to modeling: if you are building high detail bends it looks better if u triangulate (make the face trianglesinstead of rectangles), u'll still have the same ammount of points. Share this post Link to post Share on other sites
JdB 151 Posted March 1, 2005 This also applies to modeling: if you are building high detail bends it looks better if u triangulate (make the face trianglesinstead of rectangles), u'll still have the same ammount of points. Correct, this is also the case when you move from a large round (round, but not perfectly ''O'' shaped) shape to a smaller, differently formed shape. Squares cause ''missing'' faces when viewed at certain angles, where rectangles do not Share this post Link to post Share on other sites
nephilim 0 Posted March 1, 2005 speaking of non planar faces this seems only to happen in oxygen i havent noticed this in ofp ingame @Soul_Assassin hmm unfortunatelly u cant delete verices w/o deleting faces :P but seriously i think the face count makes diffrence maybe for modeling noobs: pors may pos their approach on model making might be intrestign to hear Share this post Link to post Share on other sites
soul_assassin 1750 Posted March 1, 2005 @Soul_Assassinhmm unfortunatelly u cant delete verices w/o deleting faces :P but seriously i think the face count makes diffrence maybe for modeling noobs: pors may pos their approach on model making might be intrestign to hear ur right that just wouldnt make sense however what im pointing at is deleting faces such as the top of the rod: leaves the same ammount of points thus being irrelevant. About the face count being important, im just stating what i heard from someone who has heard from someone at BIS, and here we're talkin about OFP actually handling faces and not ur comp. Ur comp can handle many more faces in a model than 10 000 without lagging it just depends on the rendering process. Share this post Link to post Share on other sites
nephilim 0 Posted March 2, 2005 hmm well i disagree here Quote[/b] ]deleting faces such as the top of the rod: that may be just 3 faces ok but they count i think specially when u sum the stuff up + it doesnt have any negative effect on ofp afaik opf can hand about 32k polies (correct me if im wrong) so taht in cludes pretty everythin u ce in opf models, trees, ground, clouds bla bla so i u mod ur thing right u can decrease the lagg wot about lods? do many lods actually have greate impact on cpu processing ? ho do u do ur lods? i usually start off with a high poly model then degrade it step by step so i have a basic model in the lod 0.000 in teh next lod say 1.000 i deleat all the detail and redo the complete interior (eg) and remake everything detailed last lod will be just flat objects with alpha channeled screenshots of the unit Share this post Link to post Share on other sites
Fall0ut 0 Posted March 2, 2005 I want to implement this into the game, never done this kind of stuff Well I'd say I'm a noob at this, I've only been modeling for like half a year. I made this T80 tank right here with 3Dsmax7: http://www.deviantart.com/view/13383568/ I want to implement it into OFP, how would I do that? Share this post Link to post Share on other sites
Gordy 0 Posted March 2, 2005 I want to implement this into the game, never done this kind of stuffWell I'd say I'm a noob at this, I've only been modeling for like half a year. I made this T80 tank right here with 3Dsmax7: http://www.deviantart.com/view/13383568/ I want to implement it into OFP, how would I do that? how many polies? Share this post Link to post Share on other sites
Fall0ut 0 Posted March 2, 2005 I want to implement this into the game, never done this kind of stuffWell I'd say I'm a noob at this, I've only been modeling for like half a year. I made this T80 tank right here with 3Dsmax7: http://www.deviantart.com/view/13383568/ I want to implement it into OFP, how would I do that? how many polies? lol, it's too much for OFP, it's 20,000 I just want to test out my model and learn how to implement models into OFP can you please explain to me? Share this post Link to post Share on other sites
nephilim 0 Posted March 2, 2005 hehe 20000 is bit too much it would run but thered be no fun seriosly reduce teh poyl count first about 6000 will be ok next step will be to dwl the bissample model open up the tank model look at the selectiosn that are made do u have oxygen experience? if u want to (and are 2 lazy :P) ill post u a lil and brief instruction how to put it ingame Share this post Link to post Share on other sites
Fall0ut 0 Posted March 2, 2005 hehe 20000 is bit too muchit would run but thered be no fun seriosly reduce teh poyl count first about 6000 will be ok next step will be to dwl the bissample model open up the tank model look at the selectiosn that are made do u have oxygen experience? if u want to (and are 2 lazy :P) ill post u a lil and brief instruction how to put it ingame please do! that would be great. I have made a box before in oxygen lol Share this post Link to post Share on other sites
Victor_S. 0 Posted March 2, 2005 Great tutorial here - Tutorial though it doesnt have a tutorial on tanks it will get you familiar to 02 Share this post Link to post Share on other sites
nephilim 0 Posted March 3, 2005 bressebs tuts are good but they dotn show everything ;) ill prepare some stuff for u Share this post Link to post Share on other sites
Fall0ut 0 Posted March 3, 2005 bressebs tuts are goodbut they dotn show everything ;) ill prepare some stuff for u that would be great, thanks Share this post Link to post Share on other sites
Gordy 0 Posted March 3, 2005 bressebs tuts are goodbut they dotn show everything ;) ill prepare some stuff for u Why don't you do it for the Public? Be a good sport. Share Share this post Link to post Share on other sites
nephilim 0 Posted March 3, 2005 i meant to post it here just takes me a while.. buisy.. Share this post Link to post Share on other sites
dai007 0 Posted March 4, 2005 Hey guys, need a little help.... I created a quick model of a gun (new to modelling) and its very square lol. I know the keys for smoothing / sharpening etc.. But dnt quite get what im suppose to do? Eg.. am i suppose to apply it to the faces? or? Thnx Share this post Link to post Share on other sites
nephilim 0 Posted March 4, 2005 pretty confusing ok if u want to smooth or sharped slect eitehr edges or faces and press u to sharpen the edges or i to smooth them sometimés u need to play with it a bit to get the best effect Share this post Link to post Share on other sites