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Re: [Vehicle] AAVP7A1
Posted: 2009-05-24 13:39
by motherdear
added suspension and it's at 4000 tris in total now since i reduced the tri count on the main wheels only got like 14 sides now but it looks okay
Re: [Vehicle] AAVP7A1
Posted: 2009-05-24 13:42
by Rhino
lol not a bad guess
I would aim between 6k and 8k tris for the whole thing so ye try and optimize this and the main body as much as possible
If you really need to go over 8k tris you can but would only do it if really necessary.
Re: [Vehicle] AAVP7A1
Posted: 2009-05-24 13:55
by motherdear
it definitly aint going to be under 7k in my humble opinion, as soon as turrets and similar come on it it's going to be going up on the poly count, but of course the optimization is important so hard to say really, and might even be able to cut it down even more but saving that for my optimization day that i'm having later hehe
Re: [Vehicle] AAVP7A1
Posted: 2009-05-24 14:02
by Rhino
Ye rgr, its a odd shapped thing which will naturally mean more polys. Just try and save them where you can
Then providing you have good LODs and COLs, it should work out.
Re: [Vehicle] AAVP7A1
Posted: 2009-05-24 14:03
by Z-trooper
I'll take a look at the file tonight, but from what I have seen so far there isn't much to optimize except for maybe the wheels.
Each side you cut off a wheel will save 8-10 tris, now multiply that with 14 (number of wheels) and it ends up as around 140 tris per side of the cylinders.
But lets take a look at that when the model is done

so case closed on the wheels for now.
Carry on

Re: [Vehicle] AAVP7A1
Posted: 2009-05-24 14:08
by motherdear
3.7k tris now and that's with every wheel optimized so can't do much more on that, but working on the front now so that you guys can get something else to look at

Re: [Vehicle] AAVP7A1
Posted: 2009-05-24 15:53
by motherdear
okay guys here we go, so since the last pic update this morning i have added the suspension system to the tracks and i have added a whole new part to the front of the vehicle. this means that the model is beginning to look pretty awsm (in my opinion) and that the total tri count now is at 5,1k
but pics:

and sorry for the odd angles

Re: [Vehicle] AAVP7A1
Posted: 2009-05-24 16:04
by torenico
My god!
Re: [Vehicle] AAVP7A1
Posted: 2009-05-24 16:17
by =Romagnolo=
Re: [Vehicle] AAVP7A1
Posted: 2009-05-24 16:53
by hall0
Awesome this is one of the vehicle pr realy needs

Re: [Vehicle] AAVP7A1
Posted: 2009-05-24 16:54
by eztonia
For some odd unknown reason I like this vehicle. Maybe its the bit weird shape.
Re: [Vehicle] AAVP7A1
Posted: 2009-05-24 16:56
by mazur mikola
cant wait
Re: [Vehicle] AAVP7A1
Posted: 2009-05-24 17:29
by Rhino
looking good
Looks to me thou you might be able to save quite a few polys on your suspension here?

Re: [Vehicle] AAVP7A1
Posted: 2009-05-24 17:37
by Maxfragg
yeah, just two blocks for each wheel are more than enough polys
Re: [Vehicle] AAVP7A1
Posted: 2009-05-24 21:35
by motherdear
began adding details like the bag holder etc, also finished the front (even though i couldn't get it exactly like i wanted it)
current tri count 5.9k

things to do now is to add the back door and begin on the top of the vehicle.
Re: [Vehicle] AAVP7A1
Posted: 2009-05-24 21:44
by Rudd
What are you doing? overdosing on caffeine and using ur otherwise sleep hours to model?
fast work mate, and lovely!
Re: [Vehicle] AAVP7A1
Posted: 2009-05-24 21:50
by sakils2
Hmmm, AAVP7A1 for 0.86?
*hopes so*
Re: [Vehicle] AAVP7A1
Posted: 2009-05-24 21:53
by Scot
sakils2 wrote:Hmmm, AAVP7A1 for 0.86?
*hopes so*
Okay, once the model is finished, UV it, texture it then code it, and yeah, it will make 0.86.
Re: [Vehicle] AAVP7A1
Posted: 2009-05-24 21:56
by crazy11
Looking very good! You are working so fast

Re: [Vehicle] AAVP7A1
Posted: 2009-05-24 22:03
by charliegrs
wow your working faster than even the french faction makes models and i thought they were quick.
theres no way this will be ready for .86 but what about .9?