F-4 Phantom
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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!
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Great!
Have you implemented wing fold too?
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congratulations ! afterburner is too much visible IMO but the work around your project is great.
I hope you will unwrap the main model in just a texture.Best Regards
dema
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Still in progress….
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Hi poly but when i finish it will be a low also… For our neighbours
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Very good work thank you for your time and work if there is a full clickable 3d cockpit it will be marvelous.In bms 4.33 f-4 cockpit is good but not fully clicable like f 16
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Thanks… im currently working to made a 30-35k tris model to be ok for everyone cause the model i currently testing is 63k and its heavy. Of course it looks fantastic but it will not run smooth in every machine. As for cockpit i cannot help in that im sure someone will be intigued to make one. Now im currently landed in a 33.995 tris model that im trying to finalize and it still looking preety awesome. No major losses or disformations but needs some corrections here and there. Most of them probably will be done in LE as they are lights and stuff. I dont know if what i done is good but its working so im happy with that. I converted all the model beside moving parts and Afterburner/lights in a big editable poly. I weld the points specially in fuselage (there was some gaps thanks ccctw for pointing out) to shield them. And then hiding all moving parts and things i didnt want to be optimized i run in 3ds max the pro optimizer without any vertex or faces merge and with protect borders, keep textures and uv tolerance in 0.1 and the end result is very good. Therefore if i will texture the model in a single texture i will have to do it again but now i can do it in 10 minutes meybe less . I will say again im quite satisfied with the results i have right now and maybe i will have even better. Im a noob in all that so be gentle Of course i will ONCE AGAIN thank everybody helped me in this or give me files and stuff, Ranger822,WaveyDave,Raptor,ccctw,I-hawk,Jan Has and of course the original author who granded me the rights to edit this model mr. Alberto Sangalli.
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Nice model , the nav lights timming need fix and i think the AUP engine does not smoke so mach
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Thanks Geraki. Its still wip i havent changed much in dat file
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Thanks Geraki. Its still wip i havent changed much in dat file
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try
animWingFlashOnTime 0.500
animWingFlashOffTime 0.250
numFormationLightLevels 0 -
Hmm will try but i might skip the formation lights thing cause the model will have dimable formation lights
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congratulations ! afterburner is too much visible IMO but the work around your project is great.
I hope you will unwrap the main model in just a texture.Best Regards
dema
Dema im planing too therefore is not my object the skin i mean. But i can try. A question regarding the skin is if i can have a different texture for the afterburner cause of alpha channels and stuff. I-hawk can help here. But as i said im still in wip nothing is 100% and cause im maximalist i will try to get the best result i can have with minimum losses.
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Dema im planing too therefore is not my object the skin i mean. But i can try. A question regarding the skin is if i can have a different texture for the afterburner cause of alpha channels and stuff. I-hawk can help here. But as i said im still in wip nothing is 100% and cause im maximalist i will try to get the best result i can have with minimum losses.
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when i was part of 104 project, then left in black room, I helped the 3d autor to unwrap the texture. I ask you the same thing cause it’s easier for a skinner and it’s in bms rules nowdays to have 3 skins textures only.
main for plane parts dxt1
tanks dxt1
afterburner and licence plates part (alphachannel) dxt3sorry anyway cause you have other priorities maybe in this moment for your project
thanks for answer
cheers
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Hm…. i will try to… i thought that the haf variant didnt had it but ok… if u say so…
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Anybody knows how long the global normal calculator takes in LE?
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