[Vehicle] VN3 - PLA

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AncientMan
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Post by AncientMan »

You need to fix up your smooth groups on your tires, will make them look so much better. It also seems that you have way too many polygons on your tires, and although you are way under your limit, they're a waste when you can make it look smooth with smooth groups, and put the detail elsewhere.

edit: super quick example of what I mean that I made up in a few minutes...
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Last edited by AncientMan on 2008-05-01 05:24, edited 1 time in total.
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Rhino
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Post by Rhino »

PRC_Heavy_Z wrote:I'm slightly confused. I've read else where that it is the Triangle count that predicts performance and a Transport Jeep Class/Type vehicle should have ~5500 triangles

Also, for the Landrover, is 9000 polys the count for the "raw" model before shoving it into the BF2 editor? So everything (interior, chassis, wheels etc.) combined has a poly count of 9000?

I'm a novice and get easily confused even as I try to comprehend everything I've read tutorial and forum wise. Please bear with me :)

I'll do the cages next.
well yes, poly/tri count dose determine one area of the performance impacts the model will have on the game and yes you do want to keep them as low as possible, you dont want to go crazy with modeling every screw as a 18 sided cylinder :p

poly and tri count are more or less the same thing, they are just different ways of measuring more or less the same thing, like like meters or feet are used to measure distance :p

There are lots of things that have a impact on performance, textures, col meshes etc.

The thing to remember here is that you can have high detail with lots of tris/polys, with also good performance, the main thing is how you use your polys.

For example, Low GFX users dont use the lod0 mesh, they skip it and use the next LOD down for there main mesh, of lod1. So users with high GFX cards and settings you should reward by lots of high detail when up close, this is where you should use your 9000 polys. Then for lod1, which is used by low gfx users as there main mesh, and high gfx users use it when they are far away from the vehicle, you should cut off all the un needed extra details, like light grills etc, as when you get 50 or so meters away from then, high gfx users are not going to even notice they are not renders unless they are looking for it. So with your LOD1 you can easily cut off anything like 2000 or so polys or w/e just by removing its extra detail, things like wires, etc, small details are the point here, large details you can just keep, but you need to probaly cut there poly count down a little. Then for the next lod, lod2, you will want to remove even more polys for when players are even further away, and same again for lod3 if you have a lod3, probaly best for a vheicle with the kinda view distances we have in PR, in lod2 &/or lod3 you can remove big details like the shove on the side etc.

The main thing you want really low polys on as possible, is your col meshes, as these need to be read by the servers, players etc to determine if your bullets are hitting a object or w/e. These are easy to keep low if you know how, again, remove the core small details from these, I normally have a col0 thats close to my lod1 mesh, but has some big and small differences. Your col1 and col2 meshes can be very simple.

As on to your poly count, no, the info I gave you before was correct.

Like I said before, the Land Rover's geom1 LOD0 mesh, thats its first person main high gfx close distance lod, has 9000 polys, and this is the poly count from the BF2 editor, which would be the same as if I loaded up the max scene, selected the geom1 lod0 mesh and asked for its poly count, if it was all of its lod's poly counts, it would come out at something like 18,000 for guess.

Hope that helps.
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PRC_Heavy_Z
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Post by PRC_Heavy_Z »

Thanks for the explanation Rhino, I think I got it now :)

Also thank you Ancient Man for the feedback and example. Editing the wheel immediately :)
PRC_Heavy_Z
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Post by PRC_Heavy_Z »

Update: Added more geometric details on the hood, smoothed wheels, tweaked the headlight and added grills.

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Polys: 4892
Tris: 5713
Rhino
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Post by Rhino »

thats much better, and the wheels are fine jonny, adding anouther 2 length segs would bump up the poly way too much for what you need, the texture with a good bump map will make them feel much more round :D
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ratlover232
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Post by ratlover232 »

I have to say this: Bravo sir! That model is looking incredible!
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Ironcomatose
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Post by Ironcomatose »

Jonny wrote:Small window in the rear RHS of the turret is missing, I think.

Wheel arches could use some smoothing too, they are rounded in the pictures.

The towing things on the front, near the ground look like they are a different shape in yours compared to the picture.

It does not look like there are any axles yet, either.
Window on turret. Yes sir your are right.

http://i1.sinaimg.cn/jc/p/2008-01-02/U1 ... 075442.jpg

EDIT: BTW can we get a shot of the rear?

[R-DEV]DuneHunter - No offense to any female gamers, but never, ever underestimate the amount of havoc a woman can unleash upon innocent unsuspecting electronics.
PRC_Heavy_Z
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Post by PRC_Heavy_Z »

Cheers guys, thank you all for your feed backs :)
Working on it right away :)

Yeah, I realized the back window on the turret isn't there yet. It was one of the detail that I mentioned earlier that I had a lot of trouble adding. I figure it out eventually and put it in :)

As for the requested back shot, here you go:

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Here is a copy of the reference picture I'm using. These pictures are low quality scans of a magazine. I've got the actual hardcopy.
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Current model status... haven't really touched it.

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Edit: the underside of the wheel well is smoothed btw

I'll try and tweak the rear wheel well.
Last edited by PRC_Heavy_Z on 2008-05-02 04:39, edited 1 time in total.
77SiCaRiO77
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Post by 77SiCaRiO77 »

its simple too great :D
[uBp]Irish
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Post by [uBp]Irish »

pretty freakin sexidasical.
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Rhino
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Post by Rhino »

Jonny wrote:Rear one is only 5 edges, but is rounded in the pic. It would add around three polys per arch per extra side.
ahhh sorry, missed that, was tired hehe, ye agree :)
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AnRK
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Post by AnRK »

Nothing to add really other then saying this is awesometastic. I'll leave the constructive criticism to those that know what their on about.

Promote this man!
PRC_Heavy_Z
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Post by PRC_Heavy_Z »

Update: Tweaked rear wheel well, tow attachment fixed, added some details to the axles, finally figured out how to put the rear turret window in, corrected front wheel well's surface.

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Poly: 5568
Tri: 6581

Thanks for the feedback Johnny :)

What do you all think about the rear wheel well? I personally think it's circular enough now.
Rhino
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Post by Rhino »

is that a propeller I see at its rear, this thing amphibious in r/l? :)

I would do a little more work on your axels, although they mostly wont be screen, they could do with a little more detail :)
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77SiCaRiO77
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Post by 77SiCaRiO77 »

zomgtastic :mrgreen:
PRC_Heavy_Z
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Post by PRC_Heavy_Z »

Thanks for the feedback guys :)
Don't know where I'd be without y'all :)

and yeah, this thing is amphibious but not very fast at all. If this was in game, It'll probably get slaughtered every time it tries to cross a large body of water.
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