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Old 2014-02-26, 20:56   #41
CTRifle
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Default Re: [Vehicle] CV9035NL (WIP)

ohhh that makes sense, Didnt know that


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Old 2014-02-26, 21:10   #42
Rhino
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Default Re: [Vehicle] CV9035NL (WIP)

Quote:
Originally Posted by [R-CON]Mineral View Post
You can have multiple 1st person lods. So you can make the turret and top GEOM0/lod0 so that the gunner and driver load that one. And then you can use GEOM0/lod1 for the infantry interior. That way you can make it so that only the people in the back need to load the interior geometry and textures. Rhino can explain this better with some pics though
correct

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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Old 2014-03-14, 18:12   #43
CTRifle
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Default 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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Old 2014-03-14, 18:21   #44
[R-DEV]Mineral
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Default 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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Old 2014-03-14, 21:12   #45
Rhino
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Default 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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Old 2014-03-14, 21:23   #46
CTRifle
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Default Re: [Vehicle] CV9035NL (WIP)

ok thanks, will do


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Old 2014-03-14, 22:36   #47
Amok@ndy
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Default Re: [Vehicle] CV9035NL (WIP)

moved from object (which is for statics) to modelling


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Old 2014-03-15, 00:29   #48
Rhino
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Default Re: [Vehicle] CV9035NL (WIP)

Quote:
Originally Posted by [R-DEV]Amok@ndy View Post
moved from object (which is for statics) to modelling
Might be worth renaming it to "Statics" then

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Old 2014-03-15, 08:38   #49
Psyrus
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Default Re: [Vehicle] CV9035NL (WIP)

Quote:
Originally Posted by CTRifle View Post
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

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
Your final LOD should be about 20% of what it currently is, but you could arguably have a LOD4. If you make your LOD2 closer too 3000tris [optimize the tracks, and the top of the turret], then push your LOD3 down a bit with the same kind of optimizations as LOD2, then you should be able to hit 200-300 tris for your LOD4 without an issue.
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Old 2014-03-16, 08:53   #50
Glimmerman
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Default Re: [Vehicle] CV9035NL (WIP)

nice update!

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