[Question] Some 3ds Max questions

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Maxfragg
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Post by Maxfragg »

nice hope you get it ingame, a civilian helo for militia would be really cool
space
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Post by space »

Thanks - Its my first model so Im just doing it for myself really. To put them in the game theres even more involved I think and I dont think the DEVs are looking at more a/c other than the ones in devlopment. Looking in this forum theres modellers out there who can do amazing things, but Im quite proud of my little heli for my first try!
ice_killer
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Post by ice_killer »

a light transport is 6k of poly if im not wrong my chinookj if offical by EA 8K according PR 10k! so ill aim for the PR version :D thats why the merling has lag and the BH not its jhust the higher poly count ;)
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Pride
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Post by Pride »

Do you mean tris ice killer, i think the recommended spec is 6000 tris, not polys.
Image

eddie: the MoD aren't just going to start blurring their faces so they look 'well ard' are they?
ice_killer
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Post by ice_killer »

BF2 Mod Polycount Guidelines

Please note that these figures are still preliminary and it would be advisable for teams to initially target their models to be 75-80% of the stated recommendations. Also of note is the fact that these figures are intended to get the most out of the Battlefield 2 engine, which is designed to support 100+ players in expansive environments with a mix of urban and open settings.


Vehicles Rec. Max. Polygon count 1P-cockpit poly count
Class 0, i.e. Buggies and civilian vehicles 4000 incl. integrated Kit parts in the mesh Integrated with original mesh
and texture

Class 1, i.e. Hummer or Attack Heli. Airplane 5500 incl. integrated Kit parts in the mesh 1000 (Vehicles with entire
interior could use up to 2000, i.e. Hummer)

Class 2, i.e. Tank 6000 incl.integrated Kit parts in the mesh 1000

Class 3, i.e. AA-Vehicles Or Transport Heli 7000 incl. integrated Kit parts in the mesh 1000

Class 4, i.e. LCAC (Hovercraft) 8000 incl. integrated Kit parts in the mesh 1000


Number of vehicle LOD steps and reduction in poly count.
LOD0 100%
LOD1 40%
LOD2 15%
LOD3 2-4%

Player Models Rec. Max. Polygon count
8000 - 10000

1P Weapons Rec. Max. Polygon count 3P weapon
Heavy MG 4000 40% of 1P
Assault rifle 3000 40% of 1P
Pistol 1500 40% of 1P
Grenade 1000 40% of 1P
Knife 1000 40% of 1P

Objects
Buildings Rec. Max. Polygon count
House small (i.e sheds) 800
House Medium (i.e village houses) 4000
House Huge (i.e City houses) 6000


Number of building LOD steps and reduction in poly count.
LOD0 100%
LOD1 50%
LOD2 10%

Misc. Objects
Smaller object doesn’t have any strict rules since it is impossible to categorize them in to groups with a strict poly count.


offical EA there talking about POLY not trai ;)
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Pride
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Post by Pride »

Sorry, my bad :o ops:
Image

eddie: the MoD aren't just going to start blurring their faces so they look 'well ard' are they?
space
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Post by space »

Because I wasnt watching the polys I made the skids and rotor mechanism out of 18 sided cylinders which were then scaled down and I generally used far more polys than I needed - I reckon if I tried I could get it to 1000 polys. Its at 2400polys/5000tris atm.

Ice - Do those figures include the cockpit view and all the LOD versions or just the main model? Also do you need to apply a shell before you can use it or can you just build the interior? And one more question - how much space does the texture use - is that bases on polys as well?


Ive found a reference of the new US Army ARH and it looks like it might be the final design - the only changes from the 407 are weapons and new engine fairing.

Image]Image[/URL]

I might make a low poly version of that before I try all the texture and bf2 editor stuff - I cant put guns on a 407!
ice_killer
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Post by ice_killer »

1 the main model no LOD
2 whit the shell you just copy the outside and make it a little smaller so you have a good inside of every thing thats on the model whitch you gave the shell modifer so its handy to break up stuff before using shell ;) or ells you get and extra load of poly's whitch you dont whant :P

I cant put guns on a 407!
lol i thought you where talking about peugot :mrgreen:
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CodeRedFox
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Post by CodeRedFox »

Another tip you can use is the modifier Multi-Rez (check help file for use) great way to make LOD's and to clean up a model.
space
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Post by space »

Image]Image[/URL]

As you can see the main fuselage is around 1000 polys atm without the skids and rotor mechanism, and Ive used far more polys than I need on the floor and end of the fuselage.
Im going to make a new model of the ARH-70A ( in picture a couple of posts above ) and aim for around 2000 polys including weapons.
Modelling is only a small part of getting the model playable, so I might as well get a model I really want before starting all the other stuff.
space
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Post by space »

black-wolf wrote:Wow! IS that your first model?!
Yes, but there was many scrapped fuselages along the way. It took me around 50 - 60 hours I would say to get there, but most of that time was spent learning 3ds max, and searching forums for answers. It will probably take me about 6-8 hours to build the ARH and that is with having knowlage of the fuselage.
ice_killer
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Post by ice_killer »

to remove edges whit out destroying youre complete model press BACKSPACE his will remove the egde but will leave the vertex and face on place you can remove the vertex also whit BACKSPACE and youre face still be there :)
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space
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Post by space »

[R-CON]ice_killer wrote:to remove edges whit out destroying youre complete model press BACKSPACE his will remove the egde but will leave the vertex and face on place you can remove the vertex also whit BACKSPACE and youre face still be there :)

Why would I want to remove the edges? Also quick question about confirm something about the shell modifer. Do I really need it? Only a small area of the cockpit is visable and it would use less polys just to build an inside. Oh and one more - how does the smooth modifer work? It doesnt seem to add any polys to the model!
ice_killer
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Post by ice_killer »

spacemanc wrote:Why would I want to remove the edges? Also quick question about confirm something about the shell modifer. Do I really need it? Only a small area of the cockpit is visable and it would use less polys just to build an inside. Oh and one more - how does the smooth modifer work? It doesnt seem to add any polys to the model!
why to cut down on the traingle count if you need to ;)

the smooth modifyer is not adding poly's make a simple cilinder select the top face extrude it leave it standart all
next apply smooth be sure to check befoire and after you will see what i meant :mrgreen:

edit if you get to the higher count models like me and saved 500 traingles it is mutch how ever it dos not sound mutch but on a 11k! model it is
Last edited by ice_killer on 2008-04-24 17:58, edited 1 time in total.
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~XHW~Flamestorm
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Post by ~XHW~Flamestorm »

another question: is their a maximum of polygons i can use for weapons or can i use as many as i want?
Drav
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Post by Drav »

Its looking really nice man......

Just wait till you get to UV unwrapping tho, its the kind of task I can imagine the devil dishing out to his sweating new arrivals :)
ice_killer
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Post by ice_killer »

~XHW~Flamestorm wrote:another question: is their a maximum of polygons i can use for weapons or can i use as many as i want?

if you had look in page 3 you would have seen this


BF2 Mod Polycount Guidelines

Please note that these figures are still preliminary and it would be advisable for teams to initially target their models to be 75-80% of the stated recommendations. Also of note is the fact that these figures are intended to get the most out of the Battlefield 2 engine, which is designed to support 100+ players in expansive environments with a mix of urban and open settings.


Vehicles Rec. Max. Polygon count 1P-cockpit poly count
Class 0, i.e. Buggies and civilian vehicles 4000 incl. integrated Kit parts in the mesh Integrated with original mesh
and texture

Class 1, i.e. Hummer or Attack Heli. Airplane 5500 incl. integrated Kit parts in the mesh 1000 (Vehicles with entire
interior could use up to 2000, i.e. Hummer)

Class 2, i.e. Tank 6000 incl.integrated Kit parts in the mesh 1000

Class 3, i.e. AA-Vehicles Or Transport Heli 7000 incl. integrated Kit parts in the mesh 1000

Class 4, i.e. LCAC (Hovercraft) 8000 incl. integrated Kit parts in the mesh 1000


Number of vehicle LOD steps and reduction in poly count.
LOD0 100%
LOD1 40%
LOD2 15%
LOD3 2-4%

Player Models Rec. Max. Polygon count
8000 - 10000

1P Weapons Rec. Max. Polygon count 3P weapon
Heavy MG 4000 40% of 1P
Assault rifle 3000 40% of 1P
Pistol 1500 40% of 1P
Grenade 1000 40% of 1P
Knife 1000 40% of 1P

Objects
Buildings Rec. Max. Polygon count
House small (i.e sheds) 800
House Medium (i.e village houses) 4000
House Huge (i.e City houses) 6000


Number of building LOD steps and reduction in poly count.
LOD0 100%
LOD1 50%
LOD2 10%

Misc. Objects
Smaller object doesn’t have any strict rules since it is impossible to categorize them in to groups with a strict poly count.


offical EA there talking about POLY not trai
I7 980X, REX3, Dominator GT 12G, 4X XFXHD6970 2G yes Quadfire , SSD 3x Raptors 2X 1.2 KW :mrgreen:
KP
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Joined: 2006-11-04 17:20

Post by KP »

Poly count in that guide = tri count, AFAIK, as every polygon gets converted into triangles when imported into BF2.

And you can actually go a little above what it says in the guide. The ACOGed M16 in PR, for example, is about 6000 triangles.
Image
More guns and bullets make bad guys go away faster,
which in turn makes everyone in the area safer.

-Paul Howe
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