|
Modding Tutorials Information and tutorials related to modding BF2. |
|
Thread Tools | Display Modes |
2018-03-06, 02:12 | #31 | |
PR:BF2 Developer
Join Date: Jan 2013
Posts: 3,087
Australia
|
Re: Modeling References and Tutorials (3dsMax)
Quote:
| |
|
||
Last edited by [R-DEV]camo; 2018-03-06 at 02:18..
|
2018-03-06, 12:57 | #32 |
PR:BF2 Developer
|
Re: Modeling References and Tutorials (3dsMax)
Found DICE's Polygon Count Guide:
http://largedownloads.ea.com/pub/mis...guidelines.doc There's a bit of everything including some BF2 stuff in the mirror: http://largedownloads.ea.com/pub/misc/ BF2 Mod Polycount Guidelines Please note that these figures are still preliminary and it would be advisable for teams to initially target their models to be 75-80% of the stated recommendations. Also of note is the fact that these figures are intended to get the most out of the Battlefield 2 engine, which is designed to support 100+ players in expansive environments with a mix of urban and open settings. Vehicles Rec. Max. Polygon count 1P-cockpit poly count Class 0, i.e. Buggies and civilian vehicles 4000 incl. integrated Kit parts in the mesh Integrated with original mesh and texture Class 1, i.e. Hummer or Attack Heli. Airplane 5500 incl. integrated Kit parts in the mesh 1000 (Vehicles with entire interior could use up to 2000, i.e. Hummer) Class 2, i.e. Tank 6000 incl.integrated Kit parts in the mesh 1000 Class 3, i.e. AA-Vehicles Or Transport Heli 7000 incl. integrated Kit parts in the mesh 1000 Class 4, i.e. LCAC (Hovercraft) 8000 incl. integrated Kit parts in the mesh 1000 Number of vehicle LOD steps and reduction in poly count. LOD0 100% LOD1 40% LOD2 15% LOD3 2-4% Player Models Rec. Max. Polygon count 8000 - 10000 1P Weapons Rec. Max. Polygon count 3P weapon Heavy MG 4000 40% of 1P Assault rifle 3000 40% of 1P Pistol 1500 40% of 1P Grenade 1000 40% of 1P Knife 1000 40% of 1P Objects Buildings Rec. Max. Polygon count House small (i.e sheds) 800 House Medium (i.e village houses) 4000 House Huge (i.e City houses) 6000 Number of building LOD steps and reduction in poly count. LOD0 100% LOD1 50% LOD2 10% Misc. Objects Smaller object doesn’t have any strict rules since it is impossible to categorize them in to groups with a strict poly count. |
|
|
2018-03-06, 13:17 | #33 | |
Join Date: Jul 2009
Posts: 2,207
Yugoslavia
Location: Macedonia
|
Re: Modeling References and Tutorials (3dsMax)
Quote:
Since I've only limited experience in Maya, is it much different than 3ds Max 9? I'll be more than glad to make a few models for PR after finishing this course and this semester. | |
In-game: Cobra-PR
|
||
2018-03-06, 14:29 | #34 |
PR:BF2 Lead Designer
Join Date: Jan 2012
Posts: 8,514
Belgium
|
Re: Modeling References and Tutorials (3dsMax)
You no longer need to model in max9 btw, you can use any modern version you want we have updated export tools allowing us to work in more recent versions then ancient max9 now. So if you work on maya and are able to import it into max then that's all you need
|
|
|
2018-03-06, 14:47 | #35 |
Join Date: Jul 2009
Posts: 2,207
Yugoslavia
Location: Macedonia
|
Re: Modeling References and Tutorials (3dsMax)
That's good news, now I need to finish this Challenger 2 and then find something I want to make for PR. Hmm, or maybe I should scrap the Challenger 2 and work on something that I can use for both the course and PR.
|
In-game: Cobra-PR
|
|
2018-03-06, 15:23 | #37 |
Join Date: Jul 2009
Posts: 2,207
Yugoslavia
Location: Macedonia
|
Re: Modeling References and Tutorials (3dsMax)
They won't let me do a wheeled vehicle because there won't be enough rigging and animation to show off, well they didn't want to let me do a tank too but I convinced them because of the tracks and roadwheels that should probably require some more work.
|
In-game: Cobra-PR
|
|
2018-03-06, 16:29 | #39 |
Join Date: Jul 2009
Posts: 2,207
Yugoslavia
Location: Macedonia
|
Re: Modeling References and Tutorials (3dsMax)
That's more probable but seeing as it is quite new and there are not many details and good blueprints that I could find, I'd rather get some more experience with modeling the Challenger 2 for which I now have blueprints, plenty of reference images and even 3D models in games which I can use for a closer look.
After that, I think I will be able to begin working on the Karrar. Would be nice for MEC to get a decent modern tank. |
Tags |
3ds, 3dsmax, max, modeling, references, tutorials |
|
|