Re: [Vehicle] CV9035NL (WIP)
Posted: 2014-01-30 23:31
Its just to do all the LODS and everything again, instead of maybe editing the exsisting model. Ill have to take a look after

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?'[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
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![]()







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.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.
I allready gave him these:[R-COM]Hulabi wrote: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.
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.[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.
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.[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

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.
Yeah it get that, but i thought that maybe the dutch used a different one because of different calibers.'[R-COM wrote:Glimmerman;1986833']They use the SAAB UTAAS system, which is quite common:
Nope, the sighting system is universal, it doesnt matter what gun you use with it.Kerryburgerking wrote:Yeah it get that, but i thought that maybe the dutch used a different one because of different calibers.
Sorry, little confused[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.
well if you can add some more details to it please do, it will add so much to the experience riding in the back.CTRifle wrote:Alright so, do you want the interior more detailed orrrr? Theres like 5 people giving their thoughtsI was gonna start texturing but ill wait for what we want
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 thoughCTRifle wrote: Sorry, little confused