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Re: [Vehicle] Ka-50 [DONE]
Posted: 2008-05-28 22:22
by =USOR=Oleg-Russia
[R-DEV]Rhino wrote:so what is the poly count now? 14,000 polys?
Not yet.
Re: [Vehicle] Ka-50 [DONE]
Posted: 2008-05-28 22:59
by halvor1
=USOR=Oleg-Russia wrote:Not yet.
dude how about posting this to the crymod.com for crysis

That would be sweet since this is top notch

Re: [Vehicle] Ka-50 [DONE]
Posted: 2008-05-28 23:21
by DeltaFart
maybe try cutting down a bit on the engine area? Exaust ducts, the rotors, the side thingies that look like srf boards
Re: [Vehicle] Ka-50 [DONE]
Posted: 2008-05-28 23:39
by Rhino
DeltaFart wrote:maybe try cutting down a bit on the engine area? Exaust ducts, the rotors, the side thingies that look like srf boards
the big problem is cutting down polys after doing the UV and texture is not that easy...
Re: [Vehicle] Ka-50 [DONE]
Posted: 2008-05-29 01:37
by Z-trooper
[R-DEV]Rhino wrote:the big problem is cutting down polys after doing the UV and texture is not that easy...
true, but collapsing down to an editable poly level, then optimizing the model, and then add the uvw unwrap modifier once again to repair any problems that might have popped up is actually pretty straight forward and should save quite some time. The benefit is that if anything needs to be "repaired" then you will unwrap the face(es) in question directly to the texture sheet - like static texturing.
Re: [Vehicle] Ka-50 [DONE]
Posted: 2008-05-29 11:05
by =USOR=Oleg-Russia
[R-DEV]Rhino wrote:the big problem is cutting down polys after doing the UV and texture is not that easy...
Hehe thx for explonation to guys

But most problems are on front of chopper and rotor i have already optimized rotor, wheels,interuer,wings engines ,lamps , but this optimization will take alot of steps to get heli in balance , i have also thinked about detatching all missile containers and add them later in aditor as separate object this wayit will be easy to customize weapon systems , that later we can handg on heli meybe 20 missiles container and on sides aa missiles .I was also thinking about crysis my friend he told me to put heli in crysis.I am big fan of crysis self so who knows meyb e after i have exported in bf, but for crysis i`m gonna use ORIGINALK model of heli"crysis can run it "

Re: [Vehicle] Ka-50 [DONE]
Posted: 2008-05-29 11:08
by =USOR=Oleg-Russia
Z-trooper wrote:true, but collapsing down to an editable poly level, then optimizing the model, and then add the uvw unwrap modifier once again to repair any problems that might have popped up is actually pretty straight forward and should save quite some time. The benefit is that if anything needs to be "repaired" then you will unwrap the face(es) in question directly to the texture sheet - like static texturing.
heli is created in maya so , maya is great programm , but i don`t know where is in maya "collaps" and all this stuuf, the greates part of maya is that you dont need all this kind of modifiers to edit something or create you just use small tools for it and you can edit each tool by changing artributs.
Re: [Vehicle] Ka-50 [DONE]
Posted: 2008-05-29 12:43
by Rhino
Z-trooper wrote:true, but collapsing down to an editable poly level, then optimizing the model, and then add the uvw unwrap modifier once again to repair any problems that might have popped up is actually pretty straight forward and should save quite some time. The benefit is that if anything needs to be "repaired" then you will unwrap the face(es) in question directly to the texture sheet - like static texturing.
ye that's the way I would do it too

Re: [Vehicle] Ka-50 [DONE]
Posted: 2008-05-29 15:00
by =USOR=Oleg-Russia
But what do you think about if i will detach this weapon and add to heli as separate object, so we can later easy customize weapon loading, put on it some over missiles.If i detach them heli will drop 5k of polycount and 9000 tris.

And here is what we can put on it later

Re: [Vehicle] Ka-50 [DONE]
Posted: 2008-05-29 15:10
by Rhino
=USOR=Oleg-Russia wrote:But what do you think about if i will detach this weapon and add to heli as separate object, so we can later easy customize weapon loading, put on it some over missiles.If i detach them heli will drop 5k of polycount and 9000 tris.
Oh I didn't realize that was a question before
Yes these should be separate objects, epically things like missies as missiles will have a "dummy missile" that sits on the rack and when the missile is fired, the dummy missile on the rack goes to make it look like the missile on the rack has been launched which it has but not code wise
Gun pods etc are also good to have as separate objects for the reasons you have stated, you can then customize it easily code wise if the coder wishes to
Thou don't be fooled that making these objects separate wont drop the poly count, it will drop it for the main model but when they are added back on code wise as a separate object, they will still be there and still will take up polys and performance but they can have there own LODs and cull distances to increase performance but you will want to optimize these as much as possible too

Re: [Vehicle] Ka-50 [DONE]
Posted: 2008-05-29 16:26
by =USOR=Oleg-Russia
Also we need to think about code for Vihr laser guided missiles, if you take a look this missila fly not straight a head , but fly`s with spiral trajectory.Guy from bfeditor told that bf2 allows it to fly like speral.
:wub: soo nice it's hard to believe it's 4 BF2 ! That will be a battle in the battle to jump in at the start of the round !
Great job.
If the bf2 engine allowed this, the spriral trajectory of the AT-9 Vikhr would be awesome !
B.R.
here is some videos(Also can somebody explain me how to make hud for vihr launch system,or maybe somebody from PR team can make it

i will be happy):
http://www.youtube.com/watch?v=Z03y04im ... re=related
http://www.youtube.com/watch?v=AnRjvTHa ... e=related#
Posted: 2008-05-29 20:14
by =USOR=Oleg-Russia
Ok guys at this moment i am on:
Game model: Poly:21879 Tri:47491
Original model: Poly:31387 Tri:67551
I have removed poly everywhere where it`s possible and almost not,to save shape of the model ,so close as possible to the original model ,polycount of this model is at 98% same as on the old ka-50(that you saw on video)and you have seen that this heli works fine.I think we need to test this level of model in game , and if we gonna test it on server 64 player we will see how it`s works ,if not i will drop polycount to lower level.
Re: [Vehicle] Ka-50 [DONE]
Posted: 2008-05-29 20:20
by Rhino
what it was 31k polys, not 20k polys to start off with?
man ehhh, good luck. 15k polys is the MAX i would have it at by a long way, I would aim for 8k polys really...
Re: [Vehicle] Ka-50 [DONE]
Posted: 2008-05-29 20:23
by space
Id say aim for 8 000 maximum - but I could be wrong

Remember that atm its at 22 000, plus you need cockpit view, lods etc! it maybe easier to remake a low detail model from scratch and just have a few bits of detailing - now that you know your way around the design, it shouldnt take too long and you could probably reuse textures etc with just a few adjustments.
Re: [Vehicle] Ka-50 [DONE]
Posted: 2008-05-29 20:26
by Rhino
spacemanc wrote:Id say aim for 8 000 maximum - but I could be wrong

Remember that atm its at 22 000, plus you need cockpit view, lods etc! it maybe easier to remake a low detail model from scratch and just have a few bits of detailing - now that you know your way around the design, it shouldnt take too long and you could probably reuse textures etc with just a few adjustments.
cockpit and lods dont come into the main 3p poly count which we are on about here, they are different meshes.
Re: [Vehicle] Ka-50 [DONE]
Posted: 2008-05-29 20:37
by space
[R-DEV]Rhino wrote:cockpit and lods dont come into the main 3p poly count which we are on about here, they are different meshes.
ah handy to know when I get back to work on my ARH
I dont understand how its so high oleg - sure its detailed, but 20 000 seems very high to me. Ive only modelled one heli, and I dont have your skills, but Im sure you could get it right down without losing much detail - as I say probably easier to start from scratch though, even if its a hard thing to do!
Re: [Vehicle] Ka-50 [DONE]
Posted: 2008-05-29 21:15
by =USOR=Oleg-Russia
spacemanc wrote:ah handy to know when I get back to work on my ARH
I dont understand how its so high oleg - sure its detailed, but 20 000 seems very high to me. Ive only modelled one heli, and I dont have your skills, but Im sure you could get it right down without losing much detail - as I say probably easier to start from scratch though, even if its a hard thing to do!
You will understand why it`s to high when you will look on it from closeup.
Re: [Vehicle] Ka-50 [DONE]
Posted: 2008-05-29 21:37
by DeltaFart
Nice to be blunt and to the point Jonny-_-
Re: [Vehicle] Ka-50 [DONE]
Posted: 2008-05-29 21:43
by space
spacemanc wrote:

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This was the first model I made, so not the best, but it came in at 2500 polys and could easily be 1500. Im currently remaking it as the new US Army ARH ( based on the Bell 407 which the model above is )
The only detail it needs for bf2 is a few door handles and antenna - everything else can be done on the textures ( which I still have to learn to do, and will take ages

)
Have a look at the current helis in PR and youll see there not that detailed, but the textures make up for it.