WIP: F-14 B/D
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Please have mercy and use Anisotropic filtering if you can it kills the super model…
That’s a viewport capture not a render. Will try to do some renders some time soon…
By the way do you know Pong? That’s my zero point when it comes to graphics and ‘fidelity’ and I’ve seen everything since come and go which has been great and very impressive. Given that some jagged edges don’t kill shit for me :D.
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By the way do you know Pong? Given that some jagged edges don’t kill shit for me :D.
Well said!!! :drink:
C9
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No problem man.
Just such a supermodel deserves nothing but the best.
So unleash the wrath of the Kraken Cat and let it purify us in all it’s glory.
:lol:Sent from TapaTalk
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Always a pet peeve of mine when models of the Tomcat in games basically copy and paste the Airbrake so it’s the same on the top and underbelly.
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Always a pet peeve of mine when models of the Tomcat in games basically copy and paste the Airbrake so it’s the same on the top and underbelly.
Yea but you gotta consider that the F-14 is also hard to research and just a big complex machine that is hard to model in detail even with the right info and sources.
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Let’s go for the arrestor hook now… :drink:
Bravo, keep on this AWESOME baby!
Nikos. -
+1 here.
With best regards,
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Great model…Well done mate!
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Yeap, this is OUR baby…
Keep on track mate, and Thanks.
Nikos. -
Long time lurker here…
I’ve just seen this and I’m sorry to say, it’s probably going to be the end of my marriage when released haha!
My wife will have to drag me kicking and screaming from my pit… And the topgun sound track will be on loop driving the household nutty.
That is one sexy beast you’ve modelled, keep up the great work!
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Long time lurker here…
I’ve just seen this and I’m sorry to say, it’s probably going to be the end of my marriage when released haha!
My wife will have to drag me kicking and screaming from my pit… And the topgun sound track will be on loop driving the household nutty.
That is one sexy beast you’ve modelled, keep up the great work!
Glad you like it. Once it’s in Falcon I have a nice little video planned that I’ll ‘film’ with a friend online and the soundtrack to that (even though it won’t have anything to do with Top Gun) will make you faint man :D.
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Quick question for Pumpy or other Pros when it comes to modeling and best practice:
I have lots of small components all over the jet like these sensors up front. My question is do all these have to be connected to the mesh? In other words is it necessary that all parts of the jet are eventually in one piece (read mesh)?
As you can see they’re not connected at the moment. On other models I looked at (some also in BMS) I noticed that many parts and components are in fact not connected and it seems to work. So is there any general rule on when to connect/not connect or does it have any effect in terms of performance/graphics/animation/etc.?
Thanks guys!
Another interesting development:
My favorite main landing gear and probably one of the most complex ever designed. I’ll have to rig it in Blender in order to be able to finish the hard surface modelling. Reason being is I cannot rotate and tilt all objects in a realistic fashion without rigging. Also it’ll have to be bone rigging because a rig controller wouldn’t be feasible given the animation complexity. So far so good.
Some details:
The only ‘static’ rotation component is the main landing gear upper strut < fuselage connection point 1
The main landing gear strut damper fully extends out after takeoff and fully extends the two lower control arms < this is where the wheelhub/bearing is attached to
The lower strut part rotates roughly 90deg inward when retracting
The main strut support beams fold in half, lower and upper part stay with the main strut but the assembly point on the fuselage is a rotating design < fuselage connection point 2
The main strut hydraulic actuator assembly also rotates along two axis (!) < fuselage connection point 3
The blocking T simply folds down 90deg and also stays with the main strut < fuselage connection point 4 (only when gear is down)
Yeah I know…pretty insane
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I believe the answer u will get will be the less they are the better will be.
Same for texture.
If model one mesh and texture one piece connected will result to the lowest draw calls. Thus lower fps drain… Meaning better fps.Sent from TapaTalk
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I believe the answer u will get will be the less they are the better will be.
Same for texture.
If model one mesh and texture one piece connected will result to the lowest draw calls. Thus lower fps drain… Meaning better fps.Sent from TapaTalk
Alrigh I get t issue with the draw calls but if I have a texture map and on it I have textures for antennas I’ll have them there regardless whether the corresponding face is connected to my object or not.
The models I was referring to are one model and object the questio is do I add the necessary vertices to the model to connect it all (it will result in more tris anyway you cut it) or do leave them unattached?
Apologies for all th typos I’m sitting in the bar in Berlin and can’t edit it all out:)
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Glad you like it. Once it’s in Falcon I have a nice little video planned that I’ll ‘film’ with a friend online and the soundtrack to that (even though it won’t have anything to do with Top Gun) will make you faint man :D.
Yeah quoting myself ain’t cool but just to give you an impression of what’s to come this is my first ever youtube upload and I edited it myself pay special attention to 3:33:
I plan to overcome that with the F-14 vid….
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The models I was referring to are one model and object the questio is do I add the necessary vertices to the model to connect it all (it will result in more tris anyway you cut it) or do leave them unattached?
I can’t say specifically for BMS programming. I don’t know much about D3D…but I do have a good bit of OpenGL mesh import & procedural mesh generation experience. Also from opengl 2+ and d3d 9+ they have programmable pipelines, so I assume the pipeline capabilities and requirements are similar. If someone has more relevant experience, please correct me.
Anyways, I think that it will make things slower if you combine those objects in the way you are suggesting. First you’ll have to add more vertexes and tris, as you have foreseen, but it could be even worse: in OGL, the vertex pipeline wants parity between vertexes, texcoords, and vNormals. These little detail pitot tubes will almost certainly need separate texture coordinates than the fuselage, so to get parity the mesh importer would then need to duplicate vertexes you merged and then you still have all the extra tris you added, which effectively un-does your work.
You could still minimize draw calls by combining the objects (select both, then Ctrl+J), but I think trying to make it all nice and “sealed” is a bad idea. The only way I could see it helping is for depth buffering (it could z-thrash slightly on intersection) but at the distances your model will be viewed from it shouldn’t matter at all.
Going to try to illustrate how I typically do it in OpenGL: a cube in blender has 8 vertexes, and 6 faces. If there’s a single square texture to use for each side of the cube, then we’ll need 24 texture coordinates. We need vertex normals for lighting, we want a sharp faceted look, so each side of the cube will have 4 identical normals, but we’ll need 24 vertex normals as well.
So I run my importer and from that blender mesh it generates 6 separate squares (each made of two tris), one for each side of the cube, each with unique texcoords and vnormals. it’s all in a single 24 vertex mesh, so still one draw call.
vertex buffer: 24
texcoord buffer: 24
vnormal buffer: 24
and a triangle element array: with 36 elements. 6 sides x 2 triangles_per_side x 3 vertex_indexes_per_triangle.
and when I draw, I bind the vertex, tc, and vnormal buffers, and then draw using the indexes from the element array, it jumps around lightning fast and draws them all. Even if they aren’t continuous, like the element array were just the top and bottom tris of the cube, it would make no difference.All that being said, and even if my assumptions are correct regarding d3d, there could be ancient remnants in the BMS mesh format from 1997. I think the quake2 mesh exporter would break the mesh up into triangle strips and triangle fans because they could wring more performance out of it back in the days of the fixed pipeline.
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These little detail pitot tubes will almost certainly need separate texture coordinates than the fuselage, so to get parity the mesh importer would then need to duplicate vertexes you merged and then you still have all the extra tris you added, which effectively un-does your work.
That would NOT be good :). It makes perfect sense and would explain why other models are structured like that, can anyone confirm this?
You could still minimize draw calls by combining the objects (select both, then Ctrl+J), but I think trying to make it all nice and “sealed” is a bad idea.
I’m aware Ctrl+J does move objects to the same layer and I frequently use it. The reason they’re on seperate layers (objects) right now is simply due to the process of building the model and for visual purposes. In the end I’ll compress it all but (as you know) doing that now would mean when I go into edit mode everything would light up which given the complexity of the model would make my life hell.
All that being said, and even if my assumptions are correct regarding d3d, there could be ancient remnants in the BMS mesh format from 1997. I think the quake2 mesh exporter would break the mesh up into triangle strips and triangle fans because they could wring more performance out of it back in the days of the fixed pipeline.
That’s one cool anecdote from the 3D archive!
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Well Pumpy Wavey Dave I-Hawk I believe are more appropriate to answer better.
What I posted was from posts that WaveyDave and I-Hawk have made in the past in this forum regarding drawcalls textures and models creation and fps impact.
example if your model is 3 parts lets say and have one texture per part it will be at least 3 drawcalls. If it’s one it will be one.
The guys said 2 parts. One the whole model without the license plates part and a separate for the license plates part and transparencies IIRC.even if uvmapping is broken to pieces dictates drawcalls… yeap talk about killer for the 3d modeler.
One of the reasons I bark for tutorials… info is scattered all over the place.