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Old 2016-05-28, 09:06   #11
agus92
Supporting Member
Default Re: [ATGM] 9K111 AT-4 Spigot

Lookin' sharp!
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Old 2016-05-28, 10:54   #12
[R-DEV]​Mr.VdHeide
PR:BF2 Developer

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Default Re: [ATGM] 9K111 AT-4 Spigot

I agree, looks like a good model!

Keep up the good work,




Dj.

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Old 2016-05-31, 22:26   #13
CaptMiller
Default Re: [ATGM] 9K111 AT-4 Spigot




I decided to stop at this point , would be to add a few small parts , but decided do not . Soon, I proceed to create the UV
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Old 2016-05-31, 22:44   #14
[R-DEV]​Mr.VdHeide
PR:BF2 Developer

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Default Re: [ATGM] 9K111 AT-4 Spigot

Could you maybe give us some wire frame screenshots? There are some on the 1st page and the model looks pretty good there but it would still be good if we could have a look at it before you start UV mapping. Even though the UV maps usually change well when making modifications in polygon mode.

Also, how is your triangle count? There is no such thing as a polygon in BF2, only triangles as you may know.


Keep up the good work,




D.J.

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Old 2016-06-01, 07:44   #15
CaptMiller
Default Re: [ATGM] 9K111 AT-4 Spigot





I need to consult with rPoXo, I for the first time hear about "triangle count"
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Old 2016-06-01, 11:38   #16
Madar_al_Fakar

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Default Re: [ATGM] 9K111 AT-4 Spigot

This will be a great asset man, nice job
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Old 2016-06-01, 11:54   #17
[R-DEV]​Mr.VdHeide
PR:BF2 Developer

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Default Re: [ATGM] 9K111 AT-4 Spigot

Tri count says something about how many triangles there are in your model. For example; A model consisting out of 100 polygons with each polygon having 4 corners, will have a triangle count of 200. Simple math:



But don't worry, tri count is something you can just set up in 3ds Max 9 really easy. Here is a little how to:






MAKE SURE TO CHECK THE 'show statistics in active view' BOX!


When we know the triangle count of your model we can say something about how well optimized the model is. I guess your tri-count is about 10.000. now. Which is sort of high compared to the other stationary ATGM's in game which all have about 4.000. triangles.

So you will probably have to optimize this model a little more. Just a couple of things I see:

1. The cylinder is very round. If you would give it less sides you will save many triangles. Same goes for most of the round parts in your model, you should give them less sides to save triangles.
2. The sections I marked red are completely useless, they are a waste of triangles and should be removed. I see them on the launch tube, but also on the smaller parts. Remove them.







Good luck,




D.J.


PS: next time give us some close ups for more detailed feedback.

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Old 2016-06-01, 16:14   #18
CaptMiller
Default Re: [ATGM] 9K111 AT-4 Spigot

Ok, I will
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Old 2016-06-01, 18:21   #19
CaptMiller
Default Re: [ATGM] 9K111 AT-4 Spigot

p3d.in - 9K111 some shit with shadows on this site
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Old 2016-06-01, 18:32   #20
[R-DEV]Mineral
PR:BF2 Lead Designer
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Default Re: [ATGM] 9K111 AT-4 Spigot

Those 'shadows' are issues with smoothing on your model. You can read some info in this recent thread on that: https://www.realitymod.com/forum/f38...-etendard.html

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