Jump to content
Sign in to follow this  
=LSA=Butcher

Bradley fighting vehicle systems (bfvs)

Recommended Posts

Could you pretty please post some renders or screenshots that are not totally dark? And some wireframes too.

Share this post


Link to post
Share on other sites

If you keep us in the dark we can't help you.

Well, the tracks are way too high poly for a game model, you can simplfy that.

probda8.jpg

The red areas need to be simplified a bit more, at least from the looks here, if you could post more clearer wires I could say more. The green one I can't really say much, would need a better shot.

Share this post


Link to post
Share on other sites

yea i took the track from 40,000 vert to 1976 vert. but man o man did they look good it ok I'll keep them for some other game maybe arma2 or OFP2 will see.... BUt...

YEa  I could but that is what makes it look so good . I'll take a look at them to night and merg some of the vert down...

This is like putting the square peg in the round hole... I'll be on later to night...its 3:27 am here but you can find me on TS

Speak2.sealz.com or ts2.squadserver.com:8771   at A-Teams ts....

Would love to talk to someone who has done a addon before... I won;t get in this part of my Game Art & Design classes in school until next year.... too long for me to wait...  band.gif

Share this post


Link to post
Share on other sites

Open up the BI sample models to give you the idea on how to make the tracks. If the high poly model of the tracks is good enough you can use that to extract some normals for it.

Share this post


Link to post
Share on other sites
yea i took the track from 40,000 vert to 1976 vert. but man o man did they look good it ok I'll keep them for some other game maybe arma2 or OFP2 will see.... BUt...

The game is not really the problem. I come to understand that there is some poly limit in the engine, but the real reason you want to keep the polies low is because not all of us are running quantum computers for gaming. As computing technology evolves, the number of polies renderable per second will increase, and game poly allowances will increase. Do you think that next year, when arma2 and ofp2 come out, technology will evolve so that 40k polies per track per model will be acceptable to render with textures in a real time outdoor game environment?

Share this post


Link to post
Share on other sites

I hope so Because I got some bad ass Models but the are range from 40- 215,00 Polys... We got a guy hear that worked on the COD4 games and man I wish arma could look as good but with the same size map in arma..... I'm going to college for Game&Art Design at westwood.....I making it my missions to make or be apart of a VBS style , Mid poly models game that the avg gamer can play....physics the new wave baby read up on it here

http://www.ageia.com/

http://physics.physorg.com/

Share this post


Link to post
Share on other sites

CoD4 is shiny shiny boom boom. That's it.

And it'll be a while before games will support 250k+ models fluidly. That's why we have normal maps and bump maps.

Share this post


Link to post
Share on other sites

Has anyone ripped any of the models from Call of Duty 4? They're surprisingly low-poly compared to ArmA. The reason they look so high poly in first person view (at least the M21, anyway) is because they've only modeled one half of the rifle, as the other half will never be seen by the player so they didn't need to. To be honest, to say ArmA is low poly shows a minimal understanding of game engines and how they work.

Now, on to your model:

Quote[/b] ]yea i took the track from 40,000 vert to 1976 vert.

wireqm7zj7.jpg

You should be able to take that 1976, and bring it down significantly more. For example, the highlighted area can be made of 4 quads, or 8 tris (your choice). The reason it can be made with so little is that it's straight. Rely on textures to add most of the detail - that's what they're there for.

The second area that I've highlighted in your wire frame is the smoke (grenade?) launchers. They are way too high poly. You can achieve the same effect with 8 polys per launcher, or approximately 120 polys for the whole object.

Give it a shot, and I'm sure that soon you'll find it to be pretty simple to make low poly models that reflect their real-life counter-parts.

Abs

Share this post


Link to post
Share on other sites
To be honest, to say ArmA is low poly shows a minimal understanding of game engines and how they work.

This is just niggling on the definition of terms. I'm not so sure there is a clean delineation between low and mid poly, and I'm not so sure that the definition is static. 4 million polies is now high poly. What is low poly? 500? 1000? 5,000? 10,000? As the technology evolves, the definitions ought to evolve, as you will see less dependency on 2,000 poly characters, even in hand-held gaming systems.

Share this post


Link to post
Share on other sites
To be honest, to say ArmA is low poly shows a minimal understanding of game engines and how they work.

This is just niggling on the definition of terms. I'm not so sure there is a clean delineation between low and mid poly, and I'm not so sure that the definition is static. 4 million polies is now high poly. What is low poly? 500? 1000? 5,000? 10,000? As the technology evolves, the definitions ought to evolve, as you will see less dependency on 2,000 poly characters, even in hand-held gaming systems.

Fair enough. I suppose what I meant was ArmA is high poly for low poly game modelling. Go wrap your mind around that one. biggrin_o.gif

Abs

Share this post


Link to post
Share on other sites
I hope so Because I got some bad ass Models but the are range from 40- 215,00 Polys... We got a guy hear that worked on the COD4 games and man I wish arma could look as good but with the same size map in arma..... I'm going to college for Game&Art Design at westwood.....I making it my missions to make or be apart of a VBS style and Mid poly models game to the avg gamer....physics the new wave baby read up on it here

http://www.ageia.com/

http://physics.physorg.com/

If your dream to make models for games.... you should know that game modelling is all about keeping low polygon count, and still have your models look good. About high polygon models, games simply can't handle them... Those images that you see from Unreal Tournament 3 or Crysis, its low/mid poly models with normal maps from high poly models.

Share this post


Link to post
Share on other sites

Ouch Dream I don't like dreams but goal yes.....

Thanks guys for the info and help I'll look into getting it lower.

But do you think 21000 vertc is to high.and 20,00 faces...

I would just like to see more content to this game people are staved for new content don't you think?huh.gif... How long has this game been out almost two years....

Share this post


Link to post
Share on other sites

It's not about how long the game has been available, but about how long the tools have. Anyway, that's not the point.

I think that you should take the minimalistic approach. If you can do something in 10K instead of 20K, then do it in 10. The absolute maximum I would go is 20K...but that's a personal choice. Keep in mind that you have to try to stay as low as possible because of all the other objects on the map that the engine has to render. If there are too many polys, then it'll just switch to a lower LOD, and all that effort will be for nought.

Abs

Share this post


Link to post
Share on other sites
...The second area that I've highlighted in your wire frame is the smoke (grenade?) launchers...

Grenade would be a correct descriptor.  

For those of you who have forgotten when Armed Assault was released; I believe the initial release was in late October 2006 (very limited availability at that time).

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
Sign in to follow this  

×