I'm doing a C-130 static for the upcoming map made by CTRifle (CFS Alert) and I have a question : how many tris should it have (for lod0 that is) ? I'm in fear of making a too high poly model for the BF2 engine.
So yeah, I just want to know the limit
By the way, I'm already half-way through the model, still need to do UVs, textures, LM, COL, LODs, etc... so, still a lot of work to do lol
Ok, thanks. But mine wont be enterable... So, lower limit or 21k is still good ?
EDIT: I've checked and done all the smoothing and subdivisions to all the parts that I made (fuselage, wings, all the tail elements and one engine (still WIP) and I'm hitting 11k tris, so I think the final model will be around 18-19k tris
Goin' back to work
Last edited by zombie-yellow on 2013-03-26 05:19, edited 1 time in total.
My plane (smoothed and subdivided) without the engines is 9k tris... and with the 4 engines (smoothed and subdivided too) it's 29k tris The problem is that I can't strip anything on the engines without them looking ugly up close.
Don't know what to do...
EDIT: here are some images (subdivided for the plane shots. Not subdivided for the engine wireframe)
This is the lone plane, without engines:
With engines:
Wireframe of the engine:
Last edited by zombie-yellow on 2013-03-26 06:45, edited 2 times in total.
Why are you subdividing it, anyway? The engine for example, with quite a bit of optimization, would be perfectly good a s lowpoly, i dont see any need to add more tris to it. If it is similar with the rest of your model, i can see where your problem lies.
Im not sure what you mean by smoothing, but in my books that doesnt add any tris to the model, it just controls the lightning of the model. It doesnt seem to me that you use it at all, tbh.
First of all, tri limits are relative to the object your making and its design. At the end of the day, it should be as few tris as you can make it.
Secondly if your making a C-130, you shouldn't be making it to only be a static object. There are many different ways we could use such an aircraft in PR and as such, you should model it so it could be used as a vehicle / flying object as well as a static aircraft on the ground, keep your options open. This dose include making an interior, at least the cargo bay which is the most important aspect to making it flexible. But really, you should outline all its possible uses first.
As Lucky said, you should not be sub dividing a low poly model like this... That is only asking for trouble and wasting loads of tris... You should be hand modelling everything you need. Sub-division is only really for when your making high poly models, that are going to be to have normals baked from it etc, when tri count and optimization isn't important, which isn't the case here. In any case, your model shouldn't be anywhere near 10k tris without the engines, and 29k with is just waaay ott.
Next you really should have the wing welded onto the fusalarge, in its current state, the two are going to zfight where they overlap... Same with the tail fin, engines etc.
Modelling in blender is going to present many issues in the long run, which will most likley mean this model will never get ingame how ever good it is, unless your 100% determined to do the cross porting and error fixing yourself but in all likelihood if you where that determined, you would be modelling in Max9 to start with. I would advise you to stop modelling in blender right now and start from scratch in Max9 before its too late to turn back.
I kind of like Blender... But meh... I think I should move to 3DS Max...
For the wing, I was planning to weld it to the fuselage, don't worry And what errors are you talking about Rhino ? If I completely make the model in Blender and export it in Max, what could messed up ?
EDIT: And as for this model, I really planned it to be just a non-enterable static, because CTRifle is urging me to get it finished so it can be in his map but I was thinking of making it enterable and maybe pilotable at some point afterward ^^
never seen a blender to max9 port but even a max 2012 to max9 port has significant issues on its own, such as total loss of SGs, doubled up faces, broken verts and faces, etc etc and chances are from blender, you will have all thoses issues, + many more.
Agree with Lucky, there's absolutely no need to do subdivision on it, just need to remove some useless tris and smooth it and would be goood. It really shouldn't take more than 15k tris for the complete object since the c130 isn't all that complicated.