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Old 2016-06-12, 11:04   #41
[R-DEV]​Mr.VdHeide
PR:BF2 Developer

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

I looked up the tri count of comparable assets in PR, they all have about 4000 triangles. Your model has 6000. You should really try to get a tri-count around 4000 as well.

Like Mineral said, round parts do not have to be as round as your parts are. You obviously have done a lot of good work already decreasing the tri count but you are not there yet. The screen shot you posted proves it. The large cylinder that adjusts the launching tube's angle is still really round for example. Your cylinder has about 12 faces I believe while 6 would do the job as well. There are a lot more parts like that one, parts which just have to many side's. Remove those unnecessary sides and your model's tri-count will drop really fast.


Good luck,




D.J.

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Old 2016-06-12, 17:50   #42
CTRifle
Retired PR Developer

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

and if you could post some more pictures without the UV grid on, and edges enabled so we can see the detail more clearly, might be able to give some more tips


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Old 2016-06-13, 11:59   #43
CaptMiller
Default Re: [ATGM] 9K111 AT-4 Spigot

is that now ok ? 4.15 k tris
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Old 2016-06-13, 15:09   #44
[R-DEV]Mineral
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We need more then one image.... either upload .obj to some website or give us wireframes of all angles.

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Old 2016-06-13, 15:22   #45
CaptMiller
Default Re: [ATGM] 9K111 AT-4 Spigot

https://skfb.ly/PvP7
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Old 2016-06-14, 15:56   #46
[R-DEV]​Mr.VdHeide
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Default Re: [ATGM] 9K111 AT-4 Spigot

Great work on decreasing the tri count!


I can't really find a lot of things anymore that could be improved, just a few things I did notice:




Small radius cable has a lot of side's, 4 sides will do the job as well and you could even go for 3 sides for the second LOD.





High poly button or whatever that is.




D.J.

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Old 2016-06-14, 23:22   #47
CaptMiller
Default Re: [ATGM] 9K111 AT-4 Spigot

ok, I did it. 3.8 k tri counts now
https://skfb.ly/PyuO
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Old 2016-06-15, 05:49   #48
solidfire93

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

i love your work, keep it up
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Old 2016-06-15, 09:48   #49
[R-DEV]​Mr.VdHeide
PR:BF2 Developer

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

Looks to me like it is ready for the final UV maps!

Awesome work!



D.J.

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Old 2016-06-20, 21:08   #50
CaptMiller
Default Re: [ATGM] 9K111 AT-4 Spigot

Is it ready for texturing ?




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