[Vehicle] CV9035NL (WIP)

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CTRifle
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Re: [Vehicle] CV9035NL (WIP)

Post by CTRifle »

Its just to do all the LODS and everything again, instead of maybe editing the exsisting model. Ill have to take a look after
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Rhino
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Re: [Vehicle] CV9035NL (WIP)

Post by Rhino »

No need for this loop here in red, just a waste of tris and you could possibly collapse down every other edge of this bit in yellow as its smaller than the rest of the barrel with not much of a silhouette.
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You could also model that wire under the barrel with a 3 sided spline just for lod0?

I also hope the inside of your barrel is a cone like so:
'[R-DEV wrote:Rhino;1841523']Sounds good, although for a 1p weapon model you could add a few more tris where needed :)

Also always for barrels you should always have a cone rather than a cylinder with a back face as for starters, its far less tris but not only that, it also gives a much better "bottomless" effect when textured with a shadow in the middle and takes up far less UV space and easier on the LODs :)

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But saying that for a 1p handheld weapon like this your not going to ever see down its barrel, only in 3p but still best to model it just encase it dose come up in the animations and also helps with future proofing etc :)
And ye, your lod tri counts as others said do sound much better, but got a pic of your final lod? You really want to shave as many tris off of that as possible and for a vehicle like this we should be able to get it down to around 100 tris. Also how many materials dose each lod have?
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CTRifle
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Re: [Vehicle] CV9035NL (WIP)

Post by CTRifle »

Sorry for late response, Ive already fixed the barrel, forgot to do that :razz:

Final LOD
What shall I do with those parts circled in blue? With the top should that detail be there at all or ONLY a silhouette of the actual vehicle? Also wheels, leave the sides or just the front of the wheel?

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Each lod only has 1 material, the texture on it. So let me know what I need to do for that.

Also, what needs to be seperate? Wheels, turrets, Track, antennas?, ect?
Last edited by CTRifle on 2014-02-03 20:33, edited 1 time in total.
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Tim270
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Re: [Vehicle] CV9035NL (WIP)

Post by Tim270 »

Weld those blue ones down Into as few verts as possible, the key really is to keep zooming out from the mesh and see where the silhouette is. Keep the wheel but you can even take it down to a 5-sided flat face. It's going to be drawn so far away you just can't read detail like the tris circles in blue.

I would say focus down your LODS and COLS first then prep for export.

Good stuff so far.
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CTRifle
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Re: [Vehicle] CV9035NL (WIP)

Post by CTRifle »

Sorry for the lack of updates guys, finished the 1P, had to UV the interior and Ill texture it soon and post that when its done.

I may have taken off a little too much on the 1P? I checked a few models in meshview and they seemed to have their sides gone as well.

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Rhino
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Re: [Vehicle] CV9035NL (WIP)

Post by Rhino »

CTRifle wrote:I may have taken off a little too much on the 1P? I checked a few models in meshview and they seemed to have their sides gone as well.
That all depends on if you can see those faces from the driver or gunner, or any other 3p view points. Stick a camera where they will be, set it up with the correct FOV etc, attach it to the turret and other parts they will be and play around with them. Best to do it while you have the faces you plan to delete selected, while shaded in red so they are easy to spot any that you might be able to see.


Also stick the rear interior on geom0, lod1 with the turret and hull in lod0, as the gunner and driver do not need to load the tris, or more importantly the textures for the interior or the other way around.
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Glimmerman
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Re: [Vehicle] CV9035NL (WIP)

Post by Glimmerman »

Nice to see some more updates :)
It comming along nicely! :D

How detailed should an interrior be?
Cause i can think of some items that would look real nice if you would see them while you ride along in the back.
Hulabi
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Post by Hulabi »

I have ref pictures I took of the finnish cv90 interior if you want them? Could use the same interior model for the finn and norwegian versions as well I'd imagine.
Rhino
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Re: [Vehicle] CV9035NL (WIP)

Post by Rhino »

[R-COM]Glimmerman wrote:How detailed should an interrior be?
Cause i can think of some items that would look real nice if you would see them while you ride along in the back.
Pretty detailed. The only time you ever see it is when your inside it and as such, it can be quite high poly as well as have quite a high rez texture with no mips.

To give you a few examples the Panther jeep has a 7.5k tri interior, The Stryker has a 6k tri interior and the others tbh aren't really worth mentioning as they have either been setup incorrectly or are pretty low detail. But I would advise around a 8k tri interior, 10k maximum but you shouldn't need to go that high tbh. For the textures I would recommend around 1024^2 but you could go a bit higher if really necessary but unlikely tbh, also saved with no mips since your not going to go far away from it so no need to waste memory on them :)
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Glimmerman
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Re: [Vehicle] CV9035NL (WIP)

Post by Glimmerman »

ok, cause some items i could think of to make it more detailed are the:

SAAB UTAAS screens
Extra details for those seats,
Some wiring yo see here and there
The rifle rack and
The AC unit
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Re: [Vehicle] CV9035NL (WIP)

Post by Kerryburgerking »

[R-COM]Glimmerman wrote:ok, cause some items i could think of to make it more detailed are the:

SAAB UTAAS screens
Extra details for those seats,
Some wiring yo see here and there
The rifle rack and
The AC unit
IDK what sight the dutch CV90s use but the Swedish one uses one pretty similar to the in-game LAV-3. If it's the same you could use it as a placeholder.

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Last edited by Kerryburgerking on 2014-02-26 12:49, edited 1 time in total.
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Glimmerman
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Re: [Vehicle] CV9035NL (WIP)

Post by Glimmerman »

Kerryburgerking wrote:IDK what sight the dutch CV90s use but the Swedish one uses one pretty similar to the in-game LAV-3. If it's the same you could use it as a placeholder.

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They use the SAAB UTAAS system, which is quite common:

Kerryburgerking
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Re: [Vehicle] CV9035NL (WIP)

Post by Kerryburgerking »

'[R-COM wrote:Glimmerman;1986833']They use the SAAB UTAAS system, which is quite common:

Yeah it get that, but i thought that maybe the dutch used a different one because of different calibers.
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Hulabi
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Re: [Vehicle] CV9035NL (WIP)

Post by Hulabi »

Glimmerman
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Re: [Vehicle] CV9035NL (WIP)

Post by Glimmerman »

it looks like the interrior is allmost the same so i think those interrior refs are usable (except for the top hatchs, we dont have that), but the refs of the doors not, since the CV9035NL uses a loading ramp with a build in emergency door.

But when CTRifle will start on the NOR/FIN CV9030 he will need them in the end :)
Last edited by Glimmerman on 2014-02-26 13:40, edited 1 time in total.
Glimmerman
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Re: [Vehicle] CV9035NL (WIP)

Post by Glimmerman »

Kerryburgerking wrote:Yeah it get that, but i thought that maybe the dutch used a different one because of different calibers.
Nope, the sighting system is universal, it doesnt matter what gun you use with it.
irl that difference is being handled via software :)
CTRifle
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Re: [Vehicle] CV9035NL (WIP)

Post by CTRifle »

Alright so, do you want the interior more detailed orrrr? Theres like 5 people giving their thoughts :D I was gonna start texturing but ill wait for what we want
[R-DEV]Rhino wrote: Also stick the rear interior on geom0, lod1 with the turret and hull in lod0, as the gunner and driver do not need to load the tris, or more importantly the textures for the interior or the other way around.
Sorry, little confused
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Glimmerman
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Re: [Vehicle] CV9035NL (WIP)

Post by Glimmerman »

CTRifle wrote:Alright so, do you want the interior more detailed orrrr? Theres like 5 people giving their thoughts :D I was gonna start texturing but ill wait for what we want
well if you can add some more details to it please do, it will add so much to the experience riding in the back.

For example the mentioned SAAB UTAAS that i smounted on the ceiling at the rear ramp.

some extra details on the seats (belts etc)

the gunrack that is located at the rightside near the turret (you can see it on some refs).
When exported maybe some rifles in our case the Colt's/Diemaco's can be added to it???

Basicly anything that doesn't make it look like a empty box with 6 seats in it. :)
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Mineral
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Re: [Vehicle] CV9035NL (WIP)

Post by Mineral »

CTRifle wrote: Sorry, little confused
You can have multiple 1st person lods. So you can make the turret and top GEOM0/lod0 so that the gunner and driver load that one. And then you can use GEOM0/lod1 for the infantry interior. That way you can make it so that only the people in the back need to load the interior geometry and textures. Rhino can explain this better with some pics though ;)
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