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Posted: 2008-04-28 05:27
by Rhino
well the Land Rover has 9289 polys for its geom1 LOD0 mesh (ie, its highest quility 3p mesh).

The geom0 LOD0 mesh has 4067 polys, thou thats cos its missing most of the mesh, ie, the parts the driver / front seat gunner cant see and cos it has a super high quility interior.

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So ye, what you want to really do is aim for something like I would say 1300 polys including a high detailed interior (thou keep the interior a separate object), then you can make a good 1p mesh out of that, and also you can then cut down on your high poly interior for the 3p mesh, to bring it down to something like 9000 polys for its 3p mesh :D

Posted: 2008-04-28 05:56
by PRC_Heavy_Z
Thanks for the info Rhino :)
Now I need to do some researching

Posted: 2008-04-28 06:49
by HughJass
LOL pink menace. anyway great job, looks like the days of the icecream truck are over? and the pimp mobile starts.

the model looks great, just put some work in to those wheels, and after that make those "hinges" for the door stick out alittle more if you have enough polys to spare. good touch with the shovels; I will also put the teapot version (if it makes it in) in to my map as an easter egg :P

Posted: 2008-04-28 07:00
by Nimble
Maybe waste some extra polys on the headlights?

Posted: 2008-04-28 19:14
by 77SiCaRiO77
[R-DEV]Rhino wrote:well the Land Rover has 9289 polys for its geom1 LOD0 mesh (ie, its highest quility 3p mesh).
HOLY!!!

i trough that max poly count for a vehicle of that type (vodnik/Hummve/nanajin) was 6000 :o .

edit : NVM , readed again the post :P

Posted: 2008-04-29 01:39
by PRC_Heavy_Z
Thanks for the feedback Johnny, being fix immediately. The tires and hinges has already been noted and fixed in the most recent revision. Good Eye :)


(Still need wheel well fix)
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Yeah, I'm not going to model the headlight, bumpmaps/ texture should be ample. though I need to focus more on the wheels... the side of the tires are looking a little too square. Anyone know a trick to making them smoother without wasting an ungodly number of polys?

Posted: 2008-04-29 01:46
by Rhino
PRC_Heavy_Z wrote:Yeah, I'm not going to model the headlight, bumpmaps/ texture should be ample. though I need to focus more on the wheels... the side of the tires are looking a little too square. Anyone know a trick to making them smoother without wasting an ungodly number of polys?
You should, they are on the CR2 etc, with even metal grills over them, really add to it :D

Posted: 2008-04-29 03:14
by PRC_Heavy_Z
New wheel well and other adjustments:
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I'll try it out and see what I can do with the head lights, if it takes up too much polys, I'm going to drop it... It's a really minor detail in my opinion and the wheel currently has more priority than the lights in terms of the poly count. But I'll try it out.

BTW, How was the metal grill done on the CR2 (that's the Challenger 2 right?) ? did they model it or was it just a texture?


Edit: Doing major tweaking to cut down the polys... currently the model is at 5501 Poly... I plan to add more stuff (try headlights, hi-poly wheels, hi-poly interior...) so I'm going to cut all unnecessary **** from the model... I've got a back-up of the most advance stage before going on in case if everything goes to hell or the result is horrid. This may take awhile... My goal is to have this done in 48h

Posted: 2008-05-01 00:30
by PRC_Heavy_Z
^ Yeah I'll try that out.

Update: Much improved poly-count.
Polys: 4133
Tris: 4865
Verts: 2914

Image

Now I can go back and add some more stuff on it

Posted: 2008-05-01 01:38
by DeltaFart
I like it alot me wanty nowy

Posted: 2008-05-01 01:47
by Rhino
looking good, wheels look like they need some more smoothing :)

Posted: 2008-05-01 01:50
by DeltaFart
look at ea's hmmwv they arent that good

Posted: 2008-05-01 02:04
by PRC_Heavy_Z
EA? THIS .... IS .... CHINA!!!!!
:)

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Now...
Poly: 4573
Tris: 5473

That ate ALOT of tris... hope it doesn't lag

Working on headlights now... update in a 30 min...or a hour :mrgreen:

Posted: 2008-05-01 02:12
by azn_chopsticks_boi
Nice :D

Posted: 2008-05-01 02:38
by DeltaFart
Hey man! Lets get some spinners on that thing!

Posted: 2008-05-01 04:06
by PRC_Heavy_Z
Update: Head lights (That was more than a hour :mrgreen: )

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Image
Cheers Johnny for the idea :)
The first layer of the transparencies will be the metal cage.
The second layer of the transparencies will be the headlight glass.
The none transparent plane w/ bevel will be the headlight/ turn signal/ dog light
The dog light and the turn signal will be textured.

Polys: 4626
Tris: 5531

Next: Interior

Posted: 2008-05-01 04:38
by Rhino
you should do the cage with a mesh, can do them as triangles..

you have only used 4600 polys, the Land Rover if you remember is 9000 polys, nock yourself out :)

Posted: 2008-05-01 04:54
by PRC_Heavy_Z
I'm slightly confused. I've read else where that it is the Triangle count that predicts performance and a Transport Jeep Class/Type vehicle should have ~5500 triangles

Also, for the Landrover, is 9000 polys the count for the "raw" model before shoving it into the BF2 editor? So everything (interior, chassis, wheels etc.) combined has a poly count of 9000?

I'm a novice and get easily confused even as I try to comprehend everything I've read tutorial and forum wise. Please bear with me :)

I'll do the cages next.