nephilim 0 Posted January 14, 2008 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 Share this post Link to post Share on other sites
Neon 0 Posted January 14, 2008 here the wire ,i can easiy reduce it to 16/17k tris without major deformation if needed http://img230.imageshack.us/img230/1173/wiret90tg3.jpg Share this post Link to post Share on other sites
USSRsniper 0 Posted January 14, 2008 here the wire ,i can easiy reduce it to 16/17k tris without major deformation if neededhttp://img230.imageshack.us/img230/1173/wiret90tg3.jpg Nice clean mesh, don't see any problem areas. But i think tracks need to be optimized. Check my image. http://img232.imageshack.us/img232/8591/wiret90tg3un7.jpg Share this post Link to post Share on other sites
Neon 0 Posted January 14, 2008 they are needed for tracks deformation in animation Share this post Link to post Share on other sites
MehMan 0 Posted January 14, 2008 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? Share this post Link to post Share on other sites
USSRsniper 0 Posted January 14, 2008 they are needed for tracks deformation in animation ahh ok, forgot that they also deform in arma Share this post Link to post Share on other sites
USSRsniper 0 Posted January 14, 2008 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. Share this post Link to post Share on other sites
xnodunitx 0 Posted January 14, 2008 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.) Share this post Link to post Share on other sites
Neon 0 Posted January 15, 2008 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 Share this post Link to post Share on other sites
xnodunitx 0 Posted January 15, 2008 Would you mind posting a screenshot? Share this post Link to post Share on other sites
nephilim 0 Posted January 15, 2008 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 Share this post Link to post Share on other sites
vilas 477 Posted January 15, 2008 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: Share this post Link to post Share on other sites
thesun 14 Posted January 15, 2008 @the sunlooks solid, hope youve cut down the texture amount It used three 1024x1024 textures already for OFP so there's no need to cut anything Share this post Link to post Share on other sites
nephilim 0 Posted January 15, 2008 make one a 2048*1024 :P saves texture amount for nm´s and specs but its cool Share this post Link to post Share on other sites
Neon 0 Posted January 15, 2008 the new wire : http://img256.imageshack.us/img256/5316/wiret90bn4.jpg Anyone have a tutorial about rigging the tank? specially for the track ,i dont know how really it moves the mg is a kord ,i modelise it as i can ,can't really change it now Share this post Link to post Share on other sites
DaSquade 0 Posted January 15, 2008 @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. 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. Share this post Link to post Share on other sites
Prydain 1 Posted January 15, 2008 a paintover from mehttp://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? Share this post Link to post Share on other sites
nephilim 0 Posted January 15, 2008 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 Share this post Link to post Share on other sites
max power 21 Posted January 15, 2008 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: [ig]http://www.1rota.com/technika/t72m4cz/t72m4cz_11.jpg[/img] Looks like a KORD. Share this post Link to post Share on other sites
telejunky 0 Posted January 15, 2008 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. There only was a limitation of the filesize not the resolution,or? Share this post Link to post Share on other sites
Messiah 2 Posted January 15, 2008 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) Share this post Link to post Share on other sites
maatz 1 Posted January 16, 2008 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: Screenshot was taken by my betatester Pauliesss. greets maatz Share this post Link to post Share on other sites
nephilim 0 Posted January 16, 2008 tone them differently more olive like the grass atm they stick out like a sore thumb Share this post Link to post Share on other sites
Prydain 1 Posted January 16, 2008 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. Share this post Link to post Share on other sites
VXR 9 Posted January 16, 2008 For the woodland version would suit darker sand better But it already looks great mate! Share this post Link to post Share on other sites