[Vehicle] AAVP7A1

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motherdear
Retired PR Developer
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Re: [Vehicle] AAVP7A1

Post by motherdear »

added suspension and it's at 4000 tris in total now since i reduced the tri count on the main wheels only got like 14 sides now but it looks okay
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Rhino
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Re: [Vehicle] AAVP7A1

Post by Rhino »

lol not a bad guess :p

I would aim between 6k and 8k tris for the whole thing so ye try and optimize this and the main body as much as possible :)

If you really need to go over 8k tris you can but would only do it if really necessary.
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motherdear
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Re: [Vehicle] AAVP7A1

Post by motherdear »

it definitly aint going to be under 7k in my humble opinion, as soon as turrets and similar come on it it's going to be going up on the poly count, but of course the optimization is important so hard to say really, and might even be able to cut it down even more but saving that for my optimization day that i'm having later hehe
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[R-DEV]OkitaMakoto: "Talking squad level tactics in bed is actually a little known aphrodisiac"
[R-CON]Pantera : "maybe you might learn that we are not super intelligent beings chained in UKF's basement being forced to work on this".
Rhino
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Re: [Vehicle] AAVP7A1

Post by Rhino »

Ye rgr, its a odd shapped thing which will naturally mean more polys. Just try and save them where you can :)

Then providing you have good LODs and COLs, it should work out.
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Z-trooper
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Re: [Vehicle] AAVP7A1

Post by Z-trooper »

I'll take a look at the file tonight, but from what I have seen so far there isn't much to optimize except for maybe the wheels.

Each side you cut off a wheel will save 8-10 tris, now multiply that with 14 (number of wheels) and it ends up as around 140 tris per side of the cylinders.
But lets take a look at that when the model is done :) so case closed on the wheels for now.

Carry on :)
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"Without geometry, life is pointless"
motherdear
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Re: [Vehicle] AAVP7A1

Post by motherdear »

3.7k tris now and that's with every wheel optimized so can't do much more on that, but working on the front now so that you guys can get something else to look at :P
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[R-DEV]OkitaMakoto: "Talking squad level tactics in bed is actually a little known aphrodisiac"
[R-CON]Pantera : "maybe you might learn that we are not super intelligent beings chained in UKF's basement being forced to work on this".
motherdear
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Re: [Vehicle] AAVP7A1

Post by motherdear »

okay guys here we go, so since the last pic update this morning i have added the suspension system to the tracks and i have added a whole new part to the front of the vehicle. this means that the model is beginning to look pretty awsm (in my opinion) and that the total tri count now is at 5,1k
but pics:
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and sorry for the odd angles ;)
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[R-DEV]OkitaMakoto: "Talking squad level tactics in bed is actually a little known aphrodisiac"
[R-CON]Pantera : "maybe you might learn that we are not super intelligent beings chained in UKF's basement being forced to work on this".
torenico
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Re: [Vehicle] AAVP7A1

Post by torenico »

My god!
=Romagnolo=
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Re: [Vehicle] AAVP7A1

Post by =Romagnolo= »

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hall0
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Joined: 2007-06-09 17:20

Re: [Vehicle] AAVP7A1

Post by hall0 »

Awesome this is one of the vehicle pr realy needs :D
eztonia
Posts: 200
Joined: 2007-07-11 10:52

Re: [Vehicle] AAVP7A1

Post by eztonia »

For some odd unknown reason I like this vehicle. Maybe its the bit weird shape.
mazur mikola
Posts: 128
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Re: [Vehicle] AAVP7A1

Post by mazur mikola »

cant wait
Rhino
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Re: [Vehicle] AAVP7A1

Post by Rhino »

looking good :)

Looks to me thou you might be able to save quite a few polys on your suspension here?

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Maxfragg
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Re: [Vehicle] AAVP7A1

Post by Maxfragg »

yeah, just two blocks for each wheel are more than enough polys
motherdear
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Re: [Vehicle] AAVP7A1

Post by motherdear »

began adding details like the bag holder etc, also finished the front (even though i couldn't get it exactly like i wanted it)
current tri count 5.9k
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things to do now is to add the back door and begin on the top of the vehicle.
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[R-DEV]OkitaMakoto: "Talking squad level tactics in bed is actually a little known aphrodisiac"
[R-CON]Pantera : "maybe you might learn that we are not super intelligent beings chained in UKF's basement being forced to work on this".
Rudd
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Re: [Vehicle] AAVP7A1

Post by Rudd »

What are you doing? overdosing on caffeine and using ur otherwise sleep hours to model?

fast work mate, and lovely!
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sakils2
Posts: 1374
Joined: 2007-07-14 23:15

Re: [Vehicle] AAVP7A1

Post by sakils2 »

Hmmm, AAVP7A1 for 0.86?


*hopes so*
Scot
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Joined: 2008-01-20 19:45

Re: [Vehicle] AAVP7A1

Post by Scot »

sakils2 wrote:Hmmm, AAVP7A1 for 0.86?


*hopes so*
Okay, once the model is finished, UV it, texture it then code it, and yeah, it will make 0.86.
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crazy11
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Re: [Vehicle] AAVP7A1

Post by crazy11 »

Looking very good! You are working so fast :D
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You miss 100% of the shots you don't take.- Wayne Gretzky
charliegrs
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Joined: 2007-01-17 02:19

Re: [Vehicle] AAVP7A1

Post by charliegrs »

wow your working faster than even the french faction makes models and i thought they were quick.

theres no way this will be ready for .86 but what about .9?
known in-game as BOOMSNAPP
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