[Static & Projectiles] SPG-9 ammunition

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Z-trooper
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Re: [Static & Projectiles] SPG-9 ammunition

Post by Z-trooper »

Amok@ndy wrote:looks nice but its too much detailed for a small object !
No. Providing the lods are cut down on hard, this is perfect level of detail.
Amok@ndy wrote: most of the things can be done with Normalmaps and save some polys
He has already done this. The stuff that a normal map can do - he has done. He seems to balance the use of geometry and normal maps where it is relevant quite nicely.
Amok@ndy wrote:$: Maybe you should make your textures alpha channel all black this should remove the shiny things ;)
While the alpha channel is where he should fix this (providing he exported it with the correct shader technique), it should not be black. This is the specular map and it should most definitely not left to something as simple as black. The specular channel is where half of the material feel and definition comes from. For instance, without some good specular work, concrete and metal would often look nearly the same.
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kumade
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Re: [Static & Projectiles] SPG-9 ammunition

Post by kumade »

Thanks, Z-trooper, i think You got my point ;)
- Yes, lods is what i'm doing now.
- I have used normalmaps and i have tried to use geometry only when it really needs.
- In my last update i have improved specularity. You can see it for example on the top of the box (3rd screen from top). And of course i will not use black color in my alpha channel :)
Z-trooper
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Re: [Static & Projectiles] SPG-9 ammunition

Post by Z-trooper »

keep at it. Looks like you know what you are doing ;)
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Drav
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Re: [Static & Projectiles] SPG-9 ammunition

Post by Drav »

My only crit is the inside of the box looks too uniform. There is no shadows or wear. An ambient occlusion bake for the inside of the box would work wonders imo. Good job on the warheads tho....
Amok@ndy
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Re: [Static & Projectiles] SPG-9 ammunition

Post by Amok@ndy »

with detailed i mean the breachs ... i dont think that those small things need to be modeled ... only a 1/10 of all players will notice the modeled breaches ...
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Hauteclocque
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Re: [Static & Projectiles] SPG-9 ammunition

Post by Hauteclocque »

For a weapon of this kind, it's not THAT important to have a uber optimized model. :)
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kumade
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Re: [Static & Projectiles] SPG-9 ammunition

Post by kumade »

Ok. Now lods are ready.

Opened filled ammobox:
lod0 - 2807 tris
lod1 - 2437
lod2 - 1471
lod3 - 269

Opened empty ammobox:
lod0 - 872 tris
lod1 - 680
lod2 - 290
lod3 - 62

Closed ammobox:
lod0 - 712 tris
lod1 - 586
lod2 - 232
lod3 - 12

I think i shouldn't post screens for all that :)
kumade
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Re: [Static & Projectiles] SPG-9 ammunition

Post by kumade »

By the way, is there a need to create lods for projectiles? I mean, when i browsed (in bfMeshView) other projectiles, like TOW rocket, or rpg rocket, there were no lods for them. So, if i will create lods for pg-9, will game engine use them?

Updated:
Ups, i have looked at Milan and Maverick rockets and now i see that they have lods. But Milan has its lods under geom0, while Maverick - under geom1. Which way is correct?
Last edited by kumade on 2010-03-22 10:27, edited 2 times in total.
Hauteclocque
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Re: [Static & Projectiles] SPG-9 ammunition

Post by Hauteclocque »

kumade wrote:I think i shouldn't post screens for all that :)
It's always interesting to see how guys make their lods. We can learn of it. The lods are the most boring part of modeling (well it can compete with UVmapping I guess:lol :) , and many modelers fail at doing them, or simply don't bother doing them.

Don't know about the projectile lods, Rhino could surely answer you. He did the MILAN export. ;)
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motherdear
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Re: [Static & Projectiles] SPG-9 ammunition

Post by motherdear »

the rockets themselves should not have lods, on a second note i really believe you should bring the tricount down on your final lod 3 due to it being pretty damn far away and the detail wouldn't be seen at that distance.
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kumade
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Re: [Static & Projectiles] SPG-9 ammunition

Post by kumade »

It's always interesting to see how guys make their lods. We can learn of it. The lods are the most boring part of modeling (well it can compete with UVmapping I guess), and many modelers fail at doing them, or simply don't bother doing them.
Ok, then i will post some screens later :)
[R-DEV]motherdear wrote:the rockets themselves should not have lods,
Then why Milan rocket has lod1 and lod2 ? Rhino made them just for fun ? :)

[R-DEV]motherdear wrote:on a second note i really believe you should bring the tricount down on your final lod 3 due to it being pretty damn far away and the detail wouldn't be seen at that distance.
ok, i will try. Is there some recommendations for lods tris count, which You are trying to keep?
Last edited by kumade on 2010-03-22 17:30, edited 1 time in total.
kumade
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Re: [Static & Projectiles] SPG-9 ammunition

Post by kumade »

Ok. Here is my lods for ammo box. I have tried to reduce tris count little bit more.

Closed:
lod0, 712 tris:
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lod1, 586 tris:
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lod2, 232 tris:
Image

lod3, 12 tris:
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Empty:
lod0, 872 tris:
Image

lod1, 680 tris:
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lod2, 290 tris:
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lod3, 56 tris:
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Filled:
lod0, 2807 tris:
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lod1, 2437 tris:
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lod2, 895 tris:
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lod3, 150 tris:
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P.S. Still need Rhino's advice about lods for projectiles.
Z-trooper
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Re: [Static & Projectiles] SPG-9 ammunition

Post by Z-trooper »

on lod 2 and 3 for the opened filled one you can remove the projectiles. At the distance you will be seeing them you can't see the projectiles anyway.
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kumade
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Re: [Static & Projectiles] SPG-9 ammunition

Post by kumade »

[R-DEV]Z-trooper wrote:on lod 2 and 3 for the opened filled one you can remove the projectiles. At the distance you will be seeing them you can't see the projectiles anyway.
Yes, i thought about this. But then i decided to keep them. What if i will look at this box from some high position (like building's roof, or helicopter). Or this box can be rotated (like when You place one box's side on another box, and other side - on the ground ). Then inner space will be visible from farther distance.
Freedom
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Re: [Static & Projectiles] SPG-9 ammunition

Post by Freedom »

Very nice Static mate.
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I'll be waiting, while you'll be looking
kumade
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Re: [Static & Projectiles] SPG-9 ammunition

Post by kumade »

Freedom wrote:Very nice Static mate.
Thanks.

And here are my lods for projectiles. I have copied lods hierarchy and count from Milan rocket, which is already in game, so everything is correct, i think :)

PG-9:
lod0, 986 tris:
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lod1, 342 tris:
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lod2, 95 tris:
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OG-9:
lod0, 576 tris:
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lod1, 224 tris:
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lod2, 91 tris:
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Drav
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Re: [Static & Projectiles] SPG-9 ammunition

Post by Drav »

Post wires and I can help you reduce the tricount. Also you could do with an Ambient Occlusion bake of the box with aall the stuff in. Finally can you post your texture flats and what size are they?
Ghadir
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Re: [Static & Projectiles] SPG-9 ammunition

Post by Ghadir »

WilsonPL wrote:You should model the entire launcher!
good pictures
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