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Re: [Vehicle] Ka-50

Posted: 2008-06-06 14:31
by General_J0k3r
weee. i like veeery much :D

Re: [Vehicle] Ka-50

Posted: 2008-06-06 15:16
by Spaz
If you add it one some map and send it to me I can help you out with testing.

Re: [Vehicle] Ka-50

Posted: 2008-06-07 01:35
by Chanvlan
omg dude its awsome

cant wait to see it in PR!

is it single seater? if so how do you fire TV/AV and fly at the same time!

Re: [Vehicle] Ka-50

Posted: 2008-06-07 02:32
by BetterDeadThanRed
DeltaFart wrote:Eh I think the 52 would be better for balance issues
Do you listen to yourself? One of the best models any BF2 mod has ever seen has fallen into our lap and you complain?

Re: [Vehicle] Ka-50

Posted: 2008-06-07 05:36
by DeltaFart
Have you looked at my other comments? That was just suggestion cause someone else brought the issue up

Re: [Vehicle] Ka-50

Posted: 2008-06-07 06:00
by azn_chopsticks_boi
Heh, it comes down to the devs in the end :) I always think asymmetrical weapons are a nice add. on

Re: [Vehicle] Ka-50

Posted: 2008-06-07 06:37
by Rhino
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.

Image

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.


Image

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.

Image

Image

Image

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?

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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.

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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.

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you have modeled these air vent bits? a good texture could easily do this, no player is ever going to see that...

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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!

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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...

Image

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...

Re: [Vehicle] Ka-50

Posted: 2008-06-07 07:05
by =USOR=Oleg-Russia
i got it rhino i was realy tired so was trying to get heli so fast as possible in game but i can adjust it any time and ,it will be fixed just need abit more time.This time i was so tired that sleeped over 18 hours a bit to much.Next test version i will try to optimize as you said.
Just point me in right direction i am not perfect game builder more artist, so need some help.
give me you msn or skype so we can hold contact any time :)

Re: [Vehicle] Ka-50

Posted: 2008-06-07 08:05
by Rhino
Game Artist Forums

Sign up on thous forums and post your chopper in the WIP area and ask for help and tips on optimizing it down to 8 to 12k polys, aim for 10k ie, cutting 2/3 of the polys off this thing, then it will be good to use in PR :)

Re: [Vehicle] Ka-50

Posted: 2008-06-07 18:00
by Masaq
For the love of god tho make sure you save the high-poly version for arty purposes :D It is gorgeous even if it would lag n load like a ***** in-game :)

Re: [Vehicle] Ka-50

Posted: 2008-06-07 18:15
by Sabre_tooth_tigger
Yes it could be called the carrier + ka50 + lots of water map. I can see it now 24/7 high res Ka50 only

Its no insult to be told your heli is over engineered. We totally need a freecam in game so I can lean forward in the cockpit and flick the dials into action.

I always think the res on the Merlin dials is very smart, I run my game at 1600x1200 and that dashboard looks good. Totally static of course but thats the bf2 engine. Whatever res the merlin is at, is enough

Re: [Vehicle] Ka-50

Posted: 2008-06-07 19:09
by space
I really think you should start a new one from scratch rather than try and optimise that model.
It will be quicker and easier imo. I cant see it taking you that long either, with your modelling skills. Its actually a fairly angular helicopter, so you could do a really low poly version - say 4000 - just cos 6000 polys is the recommended limit doesnt mean you have to use all of them.

Re: [Vehicle] Ka-50

Posted: 2008-06-07 20:15
by fuzzhead
Oleg keep at it, you are very talented, keep up the good work man!

Rhino is just giving you some criticism but he means well ;)

Re: [Vehicle] Ka-50

Posted: 2008-06-07 22:57
by DeltaFart
I want a map with just that helo in it nothing else but it and landscape

Re: [Vehicle] Ka-50

Posted: 2008-06-08 00:36
by =USOR=Oleg-Russia
[R-DEV]fuzzhead wrote:Oleg keep at it, you are very talented, keep up the good work man!

Rhino is just giving you some criticism but he means well ;)
i know and i am working on it right now :) You know it`s realy good that i get some points and critics so i can see which direction need to go and which detail need to be removed,i have already optimized rotors ,and droped about 400-600 poly from each by removing small details,and poly which is not so important and don`t give big effect in changing view of heli.So i try to remove poly that are actualy not needed and keep nice model . :)

Re: [Vehicle] Ka-50

Posted: 2008-06-08 01:02
by =Romagnolo=
Where is the [DONE] at the topic's name ?

Re: [Vehicle] Ka-50

Posted: 2008-06-08 03:21
by Ironcomatose
=Romagnolo= wrote:Where is the [DONE] at the topic's name ?
Well its not done yet is it? :-?

Re: [Vehicle] Ka-50

Posted: 2008-06-08 14:38
by =USOR=Oleg-Russia
Current polycount total: 15221

WeaponModification1:1660 (rocket pods and missiles)

RotorD:864

RotorU:825

Hull with all attached stuff: 11872

Re: [Vehicle] Ka-50

Posted: 2008-06-08 14:43
by space
Still way too high

You can lose loads on the rockets.

The hydras should all be one cylinder, the rest done with textures, so the whole pod is maybe under 30 polys. Same with the guided missles simple cylinder with very minor detail where it counts.

Why use so many polys on the rotors - you cant get close to them, unless you land next to a platform and jump on top!

I know I keep saying it but just start a new one! - youre trying to convert a ferrari into a trabant! You know how the angles work so it will take you about a day and will get a better result.

Re: [Vehicle] Ka-50

Posted: 2008-06-08 14:48
by =USOR=Oleg-Russia
spacemanc wrote:You can lose loads on the rockets.

The hydras should all be one cylinder, the rest done with textures, so the whole pod is maybe under 30 polys. Same with the guided missles simple cylinder with very minor detail where it counts.
I am gonna make pipes in front of hydras pods ,max 5 edges.And drop polycount from containers of missiles meybe get it to 1000.