BetterDeadThanRed wrote:Do you listen to yourself? One of the best models any BF2 mod has ever seen has fallen into our lap and you complain?
it may look like a good model but it really I have to say is a pretty bad game model tbh, if this model was for some animated movie, pure artwork or something like that then it would be good how ever, as a game model for the BF2 engine its pretty poor...
no offense =USOR=Oleg-Russia but PR can not use this model unless it undergoes some really heavy optimization and cleaning up.
I'm not going to point out everything I can see as it would take me hrs to upload and wright up on each screenshot I take but I'll do a few on some of the key points for you.
modled bolts, really really not worth it, how many polys is each one, like 16 polys per each bolt? now how many bolts has this thing got? 50, 100? do the maths. you could probably save 1k polys by removing thous bolts and they can be done easily with a texture...
Also on the image above you also have a bad UV and what are the need for thous indents in the chopper blade brace bits? there is no need for that detail, you could do that with a black patch on your texture and a player wouldn't notice the difference apart from the difference in performance.
What is the need of all this detail on here? its a rotor, no one even goes close to it but you have pipes and everything all over it which most can be done very well and easily with a texture?
Just look at the other chopper rotor blades as an example.
Do players notice they have hardly any detail on the ground? no.. These rotors have like 500, 1000 polys tops to them? yours have like 5k polys min?
Why is this camera a 3d model? a player would not notice the difference between a good 2D texture on a 2poly face then this 500 poly modeled camera which takes up more texture space with all its parts? Also there is no need for the cable running out side it detail wise.
no need for these thin bits, and if you really wanted them you could do them as a triangle instead of a box and save loads of polys that way with keeping its feel.
you have modeled these air vent bits? a good texture could easily do this, no player is ever going to see that...
your 3p model is using a really, really high rez cockpit texture and is also really detailed poly wise, I can see its missing some of the nobs etc but its still very, very detailed... You should use a different, much much small cockpit texture for your 3p cockpit than you do for your 1p cockpit so players who aint flying it dont have to load a huge texture which they cant even see in full detail. Speaking of the texture detail, your texture is way too high rez, i mean, when I put my cam right upto it I can read the text!
Looking though the window outside, and even just sitting in the cockpit seat with the 1p model loaded up I can not see the text as im too far away...
Your texture could be 1/4 of the file size and still look excatly the same to the player unless they are in freecam mode like me in the editor, which ingame they are not.
There are hatches, door handles, unseen faces behind the pilot chair, under the rotor blade, under the tail phin and many other places, and genral use of too much detail which all adds upto 30,000 polys for a 1p model is really, really bad... I mean your last and final lod is still the 6,000 polys which is the same poly count as the highest 3p lod on the cobra.
It dose look really good, but its not a BF2 game model...