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Modelling & Animations Everything but Static Objects |
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Thread Tools | Display Modes |
2014-01-31, 13:52 | #22 | |
Retired PR Developer
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Re: [Vehicle] CV9035NL (WIP)
No need for this loop here in red, just a waste of tris and you could possibly collapse down every other edge of this bit in yellow as its smaller than the rest of the barrel with not much of a silhouette.
You could also model that wire under the barrel with a 3 sided spline just for lod0? I also hope the inside of your barrel is a cone like so: Quote:
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2014-02-03, 20:08 | #23 |
Retired PR Developer
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Re: [Vehicle] CV9035NL (WIP)
Sorry for late response, Ive already fixed the barrel, forgot to do that
Final LOD What shall I do with those parts circled in blue? With the top should that detail be there at all or ONLY a silhouette of the actual vehicle? Also wheels, leave the sides or just the front of the wheel? Each lod only has 1 material, the texture on it. So let me know what I need to do for that. Also, what needs to be seperate? Wheels, turrets, Track, antennas?, ect? |
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Last edited by [R-DEV]CTRifle; 2014-02-03 at 20:33..
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2014-02-04, 01:13 | #24 |
PR:BF2 Developer
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Re: [Vehicle] CV9035NL (WIP)
Weld those blue ones down Into as few verts as possible, the key really is to keep zooming out from the mesh and see where the silhouette is. Keep the wheel but you can even take it down to a 5-sided flat face. It's going to be drawn so far away you just can't read detail like the tris circles in blue.
I would say focus down your LODS and COLS first then prep for export. Good stuff so far. |
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2014-02-26, 04:45 | #25 |
Retired PR Developer
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Re: [Vehicle] CV9035NL (WIP)
Sorry for the lack of updates guys, finished the 1P, had to UV the interior and Ill texture it soon and post that when its done.
I may have taken off a little too much on the 1P? I checked a few models in meshview and they seemed to have their sides gone as well. |
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2014-02-26, 07:41 | #26 | |
Retired PR Developer
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Re: [Vehicle] CV9035NL (WIP)
Quote:
Also stick the rear interior on geom0, lod1 with the turret and hull in lod0, as the gunner and driver do not need to load the tris, or more importantly the textures for the interior or the other way around. | |
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2014-02-26, 07:49 | #27 |
Retired PR Developer
Join Date: Aug 2007
Posts: 3,228
Netherlands
Location: Amsterdam
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Re: [Vehicle] CV9035NL (WIP)
Nice to see some more updates
It comming along nicely! How detailed should an interrior be? Cause i can think of some items that would look real nice if you would see them while you ride along in the back. |
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2014-02-26, 07:51 | #28 |
Join Date: Aug 2009
Posts: 2,271
Finland
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I have ref pictures I took of the finnish cv90 interior if you want them? Could use the same interior model for the finn and norwegian versions as well I'd imagine.
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2014-02-26, 08:17 | #30 | |
Retired PR Developer
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Re: [Vehicle] CV9035NL (WIP)
Quote:
To give you a few examples the Panther jeep has a 7.5k tri interior, The Stryker has a 6k tri interior and the others tbh aren't really worth mentioning as they have either been setup incorrectly or are pretty low detail. But I would advise around a 8k tri interior, 10k maximum but you shouldn't need to go that high tbh. For the textures I would recommend around 1024^2 but you could go a bit higher if really necessary but unlikely tbh, also saved with no mips since your not going to go far away from it so no need to waste memory on them | |
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Tags |
cv90, cv9035nl, modelling, vehicle, wip |
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