F-4 Phantom
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this is really looking more an more like a winner . . . . now what about the other variants? Like to see the tri count drop down a bit without losing too much detail. I was surprised what WaveyDaves’ node fuser was able to do with Thoarek’s model. Maybe something like that can be used here? Also, adding the afterburner is going to push tri count even higher. I think the Qawa afterburner on the Thoarek Phantom, which is pretty decent, is about 4000 tris more.
I am definitely interested in skinning this model - can you link me the PSDs when you are done? I would like to see a “dirty” Phantom, hehehe. I have done a lot of stenciling for the Phantom in the Thoraek and if others want my PSDs to do their own work I can send them some material as well. The stencil work is applicable for this model and will save quite a bit of time I think.
Just saw it. Yes i will link u soon the psds.i wanna finish the basic E/F and then i have in the wait the nose cone for the others as well… [emoji6]
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How can i change the cp to lp in 3ds max cause through lod editor is pain in the @ss….
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How can i change the cp to lp in 3ds max cause through lod editor is pain in the @ss….
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Material Editor/ Shader basic parameters/ 2-Sided
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What is CP and what is Ip?
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What is CP and what is Ip?
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Node: Each Model is broken up into separate entities. Each of these entities is called a Node. There are various Node types each performing a specific task.
Draw Node: A draw node is a node that defines a Polygon. These are PrimT (PT), LitPrim (LP) and Culled (CP).Cheers,
EGHI -
And what is
1. PrimT
2. LitPrim
3. Culled
???and what are those specific tasks?
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Manos,
I agree changing CP to LP is a pain but - it actually goes pretty quick. You just need to figure out what is the best use of your time. BTW, when you finish this Phantom I would love to get a Mirage IIICZ given the same treatment. I wonder if Cloud 9 have a decent model that could be permitted for conversion to LOD? I has been a dream of mine to see that French fighter in a high quality model in Israeli Theater.
PT - usually used for lighting (point lights like navigation lights on wing tips and tails
LP - these you see used for transparent stuff like the afterburners - these have two sides and are lighted at night and will use a lighted node color - Falcon assigns specific colors and some of those are transparent and lit
CP - these are the bulk of what our models are made from - one sided, so the sides of a model like fuselage, wings etc - they can either be textured which is mapped to a “skin” for a paintscheme/camo pattern, or they can be a solid color. Modelers will often assign colors to the CP nodes to distinguish stuff like flaps, ailerons, rudders, landing gear doors etc. You can’t see these colors if the model is tex-mapped but in LODEditor or other model programs they help to give a visual differentiation of parts for quick identification. -
Hmm ok ain’t those declared already from 3ds max with correct ptypes?
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Early AB tests Thanks to WaveyDave for his AB and Ranger822 (therefore i just used only the dof/switches) … some minor correction to the position i think and a set of textures for the can and im ready. Also i think i have to skip transparecy in the Nav lights. i dont like the end result but i wait for your comments people. Also the Formation lights fixed with 3 steps off, medium and 100%
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This AB is really a beauty !!! :bowd:
IMO, lights are perfect in both settings.
Fast & fantastic job !!! -
Thanks… still much to do. I wanna add the wingtip formation lights and full fuctional gears. Meaning strut and stuff… and minor edits to the skin
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The screenies on page 5-7 of the bird look AMAZING!!! The Phantom is my favorite jet, followed closely by the F-14. I’m a Phan lol……I will be following this one closely, and I don’t even have Falcon 4.0 installed lol. Keep up the good work gentlemen!!
~Rob
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I reduced the poly/tri count at almost 35000 still minor editing needed (some verts are need to connect with others) and i gonna test the model further
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35K polys or tris? I think this is a huge difference, because for BMS inclusion we count tris, eventually.
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34800 tris…
Need some re texturing and some hand optimizing few vectors….
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That is nice!!
How is the texture mapping? How many textures it is using? This is also a factor, maybe even more important than the tris count.
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To be precise i managed without major losses to reduce it to 34.843 Tris. Therefore needs some optimization. I havent checked yet to fix the textures. For my test purposes i use normal mapping witch is 15 textures but i will work on that soon. I try to finish first of all the 3d work and correct any losses will occur or “holes” after the optimization and then i will move to the textures (if i can do it if not i will give the PSDs to someone that can)
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Polys : 33465
Tris : 34109
Verts : 22891
Didnt run yet the Lodeditor Model Verifier witch also removes some things….
Thanks JanHas for giving me the afterburner and the Litening pod (still try to figure out hot to import it and use it in the model. I tried but no luck Any suggestions??
Anyway testing continues…
PS: im quite satisfied with the result of the pro optimizer. It doesnt “eated” too much of the detail and i managed to save parts and things as Adjustable exausts and gear compression… But as i said testing continues, By the way im open to suggestions and tips
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Question : how many tris has to be a wings model? Thanks in advance!