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keep it like that

18-19 k

try to optimize it

post some pictures of you wire frame here

some various angles would be nice too

@the sun

looks solid, hope youve cut down the texture amount smile_o.gif

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they are needed for tracks deformation in animation

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How did you make the barrel? Looks like you could save some polies there, besides that the wheels could use some optimization. The smoke discharges definately need less sides. Same with the turret MG. The barrel strikes me first because it's in my face. You could definately get that down to 14k if not more. The wheels seem to be a bit too high poly, but that's IMO. Then again, we have the magic of LODs.

On a side note, does anybody know how the ArmA LODs decide when the next LOD is coming up? Is it the same for all models? Or is it related to preformance, polycount and what not?

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they are needed for tracks deformation in animation

ahh ok, forgot that they also deform in arma icon_rolleyes.gif

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How did you make the barrel? Looks like you could save some polies there, besides that the wheels could use some optimization. The smoke discharges definately need less sides. Same with the turret MG. The barrel strikes me first because it's in my face. You could definately get that down to 14k if not more. The wheels seem to be a bit too high poly, but that's IMO. Then again, we have the magic of LODs.

On a side note, does anybody know how the ArmA LODs decide when the next LOD is coming up? Is it the same for all models? Or is it related to preformance, polycount and what not?

Isn't LODs calculated based of distance and maybe performance? Farther the model, the less detail it gets.

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About http://img232.imageshack.us/img232/8591/wiret90tg3un7.jpg

Since Arma's tread system is like OFP's and generally all engines that have this use it, the segments under the wheels are needed so when the suspension kicks in the proper portion will raise or lower rather then the entire large section responding to one wheel and looking very akward to say the least.

Biggest optimization points would be the smoke charges, wheels, you can keep the half spheres on the inside of the wheel but I would suggest connecting some vertex's the further in you go so you have the nice round on the outside but more boxy on the inside, it won't be seen much.

The gun is a toughie considering the way the LOD's work, sure you have interior LOD's set for commander, driver, gunner, passenger but when you 'turn out' you go directly to LOD1 which means you would see the gun as shown in that way (Atleast that is how it is if I remember correctly, I'd suggest having a few tries at this.)

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i optimise enought to be near 15k tris ,i thinks it's good now no?

i have change

the wheels ,before it was 18 side ,now it's 15

the mg divide by 2

smoke luncher divide by 2

and some other little change

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show your NSVT to T90, because you made wonderful mesh of tank, but what with the gun , is it real shape?

in RHS T64 NSV is not realistic

what is NSVT here ?

real NSVT should look like this:

t72m4cz_11.jpg

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@the sun

looks solid, hope youve cut down the texture amount smile_o.gif

It used three 1024x1024 textures already for OFP so there's no need to cut anything smile_o.gif

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make one a 2048*1024 :P

saves texture amount for nm´s and specs

but its cool

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@neon: check into your cilinders mate like jenny suggested. If you don't understand, we mean you make the same object out of seperate cilinders (same radius segments) so you don't have the extra polys that connects the two cilinders. Makes a big impact in polycount -> can use those then for other detail. In the end with that methode you don't loose any form of detail. Win-win situation.

wiret90bn4.jpg

EDIT: also personnally i think it might be better to leave out any inverted extrudes on the smoke launcher tube. Meaning, big poly impact and in the end you still 'only' have a low poly 3D effect (due to the 8 corner segment inverted cilinder). I think it will looks much better when you leave the 'holes' out and do them in colour-normal maps. It will look much smoother (perfect smooth circle versus crappy 8 segment 3D look). Just my idea on it.

PS: i like 3D details as long it looks better then what a texture-normal map can do.

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a paintover from me

http://img444.imageshack.us/img444....MG]

the treads are ok. its ok to use segments cause it allows you to tile your textures.

tile = more detail on less texture canvas

post some more close ups of the details

nephilim, are you using a tablet? If so what model?

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i use a wacom cintiq 20WSX.

bought it 2nd hand LOL! (guy who sold it was a dork....)

nifty five fifty piece!

before that i had a intous

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Hi I#m still working on my dieselswitcher for Alex.Sworn's railroad. Knowing that i am using SolidEdge i have to convert with Rhinoceros the .iges into .3ds files but I'm unable to open with the O²...but first, I want accomplish it with different LODs

Now, the highpoly model is 30-40% done. smile_o.gif

lok_mix_1.jpg

lok_mix_2.jpg

There only was a limitation of the filesize not the resolution,or? huh.gif

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only on filesize, but if you choose a resolution that breaks the layout of the page (i.e. you make it rather large) you tend to annoy people

yours is fine (or at least as far as my eyes feel)

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worked a little more on green HESCOs, they fit better into the woodland areas in ArmA than the sand ones, i think

here's what i've got so far:

hesco_neu_gruen.jpg

Screenshot was taken by my betatester Pauliesss.

greets maatz

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tone them differently

more olive like the grass

atm they stick out like a sore thumb

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Is a sand version available then?

They actually don't look that bad neph, I suppose it does not matter if they stick out because they will be used on large complexes mostly. Do they offer protection from explosions, just asking because we all know buildings in ArmA don't.

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For the woodland version would suit darker sand better wink_o.gif But it already looks great mate!

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