[Vehicle] IVECO LMV [WIP]

Discussion pertaining to the PR Norwegian Forces faction.
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GARYOSAVAN
Posts: 19
Joined: 2008-11-27 12:50

Re: [Vehicle] IVECO LMV [WIP]

Post by GARYOSAVAN »

Give it to me baby... And take it 2 days later fully unwraped and textured... ;)
Kaijleor
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Re: [Vehicle] IVECO LMV [WIP]

Post by Kaijleor »

So, here is the interior :mrgreen: :
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And Gary, thanks for the offer but Im texturring my stuff myself ;-) .
Rudd
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Re: [Vehicle] IVECO LMV [WIP]

Post by Rudd »

I'm not sure, but that looks like the best interior of any vehicle in PR :O

can't wait for the skin
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Rhino
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Re: [Vehicle] IVECO LMV [WIP]

Post by Rhino »

poly count? looks to me your using way too many polys where a good bump map would do the trick unless you plan on braking a bump off this high poly model then making a low poly?
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Z-trooper
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Re: [Vehicle] IVECO LMV [WIP]

Post by Z-trooper »

<3 Kaijleor

Perhaps a bit too detailed, but you know your stuff so keep at it :D
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"Without geometry, life is pointless"
halvor1
Posts: 1017
Joined: 2007-03-11 18:29

Re: [Vehicle] IVECO LMV [WIP]

Post by halvor1 »

damn :P Looks good =P
FastWinston
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Re: [Vehicle] IVECO LMV [WIP]

Post by FastWinston »

Holy ****, I'm speechless...!
Kaijleor
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Re: [Vehicle] IVECO LMV [WIP]

Post by Kaijleor »

It has about 9500 tris, but its not fully optimized I wanna go for 9000. Well the thing is now the vehicles can have more than 9000 tris, and they can be more at one spot, but the interior is always only one, so is there a difference between standing in front of a 9000 tris vehicle or to sit in it for the BF2 engine?
Rhino
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Re: [Vehicle] IVECO LMV [WIP]

Post by Rhino »

still 9k is far too high, you have many wasted polys there which most could be archived by a good bump map and would look better ingame.

aim for 5k polys.
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single.shot (nor)
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Joined: 2008-04-12 07:06

Re: [Vehicle] IVECO LMV [WIP]

Post by single.shot (nor) »

PR, meet the new recon vehicle.

now, insurgents are going to have to watch out for 1200 rpm 7.62 MGs
War is a huge matter for a nation. it's the field of life and death, destruction and survival, and such matters cannot be left unstudied. - Sun Tzu
Kaijleor
Retired PR Developer
Posts: 380
Joined: 2007-07-04 10:26

Re: [Vehicle] IVECO LMV [WIP]

Post by Kaijleor »

An example, the Panzerfaust 3 Ive made has 6200 tris, other new weapons have similar tricounts, go for 5k? Why should a big vehicle have less tris than a weapon?
jbgeezer
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Joined: 2008-06-10 15:30

Re: [Vehicle] IVECO LMV [WIP]

Post by jbgeezer »

Wow! That is gotta be one of the best interiors Ive seen! And this is only wip. How do you do this stuff, gotta be impossible!
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Z-trooper
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Re: [Vehicle] IVECO LMV [WIP]

Post by Z-trooper »

A qualified guess is that the tris per area should be higher the closer and more often the object is to the player. A weapon is always right up in the face where details are needed. You rarely stare into the side of a vehicle.

Also its dependant on how rare the vehicle is.. if there are 20 of them on a map as standard compared to a vehicle class like a tank which are in fewer numbers, its not responsible to put that much detail into it.

That being said, I cant see the problem with this. although I'd try to slim 1-2k off if possible.

Though I havent seen a wireframe of the inside I have a few suggestions:

- All the buttons could be normal mapped in, so off with them in the final model.
- the seats wont really be a focus point, so they could probably be cut down pretty hard.
- Same goes for cylinders used. A few sides off on all cylinders will work wonders on the overall count - and not loose much detail/illusion.

Other than that I personally cant really see the big issues with it.

Once again, great job mate :)
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"Without geometry, life is pointless"
Rhino
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Re: [Vehicle] IVECO LMV [WIP]

Post by Rhino »

like Z said, but also that it's only the interior of a vehicle, while yes it needs to be MUCH more detailed than the 3p model, you also do not have all the outside faces and such so you only need the faces the player can see. You do not need buttons, lumps, etc and extra fine details like screws. All these can be done via a bump map. Yes you can only see 1 1p model at a time but still, this dose not mean you should go crazy. Keep it as optimized as possible and dont waste polys on things that can be done better with a bump map.

EDIT: here is the landy 1p model which is 4k polys.

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this is a good 1p model, only shows the faces it needs to, tbh it could have a few faces tripped here and there but not that many and would put more limits on the coder.

Notice how all the ridges in the seat etc are done with bump maps and the texture, if they where all like yours would be like 8k polys.. it simply dose not need to be that high and would be a huge waste.

Now since your 1p model is also for the back seats etc I would say you should aim for 7k polys max.
Last edited by Rhino on 2009-01-13 22:07, edited 1 time in total.
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Kaijleor
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Re: [Vehicle] IVECO LMV [WIP]

Post by Kaijleor »

Not seen faces are deleted (almost all, optimization its not yet finished), I know how to do my job:

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now it has about 7600 tris. I should go a few hundred tris lower, but thats it, I will not turn it into a shitty low poly model. ;-)
Desertfox
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Joined: 2006-08-15 06:41

Re: [Vehicle] IVECO LMV [WIP]

Post by Desertfox »

Very nice work kaij :)
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halvor1
Posts: 1017
Joined: 2007-03-11 18:29

Re: [Vehicle] IVECO LMV [WIP]

Post by halvor1 »

I trust this dude :P So no worries guys, this dude will deliver!
Rhino
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Re: [Vehicle] IVECO LMV [WIP]

Post by Rhino »

yep much better providing you have also taken away thous poly bits that could easily be done with a bump map as that was my main concern :)
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MAINERROR
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Re: [Vehicle] IVECO LMV [WIP]

Post by MAINERROR »

Austria will get 150 of these. Keep it up can't wait to see the finished model.
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