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Modelling & Animations Everything but Static Objects |
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Thread Tools | Display Modes |
2014-02-26, 21:10 | #42 | |
Retired PR Developer
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Re: [Vehicle] CV9035NL (WIP)
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Can search for some of my previous posts on this matter for more info and pics if you need but min has explained it pretty well Its also how handheld weapons do their scope models, with the scope being geom0, lod1 and the normal 1p rifle model being geom0, lod0. | |
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2014-03-14, 18:12 | #43 |
Retired PR Developer
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Re: [Vehicle] CV9035NL (WIP)
Hey guys, been on vacay since thursday, but im back and have some progress to update on. Still adding some stuff to the 1P, and I got to work on the main LODS
Do you guys want individual pics of every lod? the numbers so far are LOD0 4212 polys, 6456 tris LOD1 3584 polys, 5598 tris LOD2 2404 polys, 3910 tris LOD3 920 poys, 1262 tris |
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2014-03-14, 18:21 | #44 |
PR:BF2 Lead Designer
Join Date: Jan 2012
Posts: 8,514
Belgium
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Re: [Vehicle] CV9035NL (WIP)
I think the turret on LOD3 can be quite a bit simpler no? I suggest a LOD4 to that is pretty much a silhouette with only the main material on it. No tracks or anything like that.
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2014-03-14, 21:12 | #45 |
Retired PR Developer
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Re: [Vehicle] CV9035NL (WIP)
I can't see much from your pics but antennas shouldn't be modelled on, they are added as child objects in the code with ones that are flexible etc and your final lod should be around 100 tris.
Its also not even worth mentioning polys, just talk about tris as at the end of the day all the polys are converted into tris on export and its a far more accurate measurement all together. |
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2014-03-15, 00:29 | #48 |
Retired PR Developer
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Re: [Vehicle] CV9035NL (WIP)
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2014-03-15, 08:38 | #49 | |
Retired PR Developer
Join Date: Jun 2006
Posts: 3,835
Japan
Location: Tokyo
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Re: [Vehicle] CV9035NL (WIP)
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2014-03-16, 08:53 | #50 |
Retired PR Developer
Join Date: Aug 2007
Posts: 3,228
Netherlands
Location: Amsterdam
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Re: [Vehicle] CV9035NL (WIP)
nice update!
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Tags |
cv90, cv9035nl, modelling, vehicle, wip |
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