F-4 Phantom
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also i remember i have to make an A-7D as well i completely had forgotten that!!! -Runs and hides-
Just an idea for Nam Corsairs…Sorry for hijacking α purely Phantom thread…
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In other News…
This one is 80% mine. Some parts from the existing (lower poly and optimized) used. And also the original nozzle pedals and afterburner cans standing really low in tris as you can see. With afterburner cans and nozzles is in 17.995 tris… I will see with wheel bays and wheels how much will be soon… Ofcourse i have to add more details like Antennas and stuff… Still is in very basic state but is getting there
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Most of the Plane’s geometry i present here (still no Antennas and nose wheel bay) Currently standing at 31427 tris can be reduced bit more so i can have space for Afterburners,lights,etc. Oh that tricount is with wheels and stuff. Its gonna be tight ot stay At least to 35k but i think i will manage. For the rest of the models IDF is ready (passed the game tests) and G is waiting her Hillgray coat. Cheers people
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Congratulations, Manos! beautiful work
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Congratulations, Manos! beautiful work
Thanks Dema. For its Tircount i think its quite accurate. Not too many work hours cause i know every aspect of this plane and plus i have parts ready from the existing model (ex. the cokpit is reduced version of the current used for the static model u can see in Ikaros) and othe parts reduced as well. But as said 80-85 percent like fuselage,wheelbays,wings etc are all made from zero. I think i mentioned this before but i will again. I work making faces and extrude them probably thats why i can keep low tricount then every shape its weld with the next one etc. i dont know if this is the right way but it suits me.
In general you gotta love this plane!PS i hope i wont exceed the 40k… I had put a limit between 35-36k If i see i exceed it thats gonna be difficult. Oh and i have an idea for the nozzles inner pedals as well Probably (lowpoly as is theese ones) I will clone them and scale them, there wouldnt be any actuators inside but at least you will be able to have a bit of detail but currently my idea is less curviness where able and less tris and where i can have a skin rather a geometry.
PS2 Skinwise i will have a more Flat aproach so the skins would be more accurate and more good kind of like SF2 skinning… but always i can keep the skins i have now i will see -
Most of the Plane’s geometry i present here (still no Antennas and nose wheel bay) Currently standing at 31427 tris can be reduced bit more so i can have space for Afterburners,lights,etc. Oh that tricount is with wheels and stuff. Its gonna be tight ot stay At least to 35k but i think i will manage. For the rest of the models IDF is ready (passed the game tests) and G is waiting her Hillgray coat. Cheers people
https://image.ibb.co/e9ktec/new_phantom2.jpgGreat work reducing!
Are the textures optimized? How many textures is it using?
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Great work reducing!
Are the textures optimized? How many textures is it using?
Havent yet tried to unwrap it 100% Probably i will go for 2 textures or maybe 3. Its not quite reducing as majority of the model is completely new from scratch ill say maybe 80%-85%
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I think mesh-wise im done, I hope i dont forget anything. I will keep it simple, no engine covers/remove before flight etc. The plane’s ladder for the cockpit and the chocks will be at “chocks” switch. Here in the picture all geometries are in (though i have to cap the rudder/flaps/eilerons) lights,dragchute,antennas,wheels,wheel-struts/actuators,Airbrake actuators,Afterburners everything… and the model is standing at 36.848 tris. I will see when i will cap all holes and things to be capped what i can save and optimize. Though it seems i will stay with inthe max limit i had put to my self Im sure i can optimiaze it a bit more but i dont wanna loose details (not that i kept much)
CheersPS what i was afraid happened though… Optimizing evreything means i lost some dofs. eh… ok… i will cope i think
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Double post
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Havent yet tried to unwrap it 100% Probably i will go for 2 textures or maybe 3. Its not quite reducing as majority of the model is completely new from scratch ill say maybe 80%-85%
Looks nice!
Is it possible to reduce the textures to 1 large sheet (Can be 2048 default and 4096 for Hires folder) and 1 smaller for transparency?
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Looks nice!
Is it possible to reduce the textures to 1 large sheet (Can be 2048 default and 4096 for Hires folder) and 1 smaller for transparency?
Ill see what i can do
Στάλθηκε από το SM-J500F μου χρησιμοποιώντας Tapatalk
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First Lod Export (no dofs yet or switches) just to see how it looks in Lod viewer, Tomorrow i might get it in game to see the looks in game
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tests in game to see the outcome and the look… Im quite pleased. some minor corrections/move of verts and its ready for dofing/unwrapping I hope till Saturday to finish dofing/switching her cause sunday im off for a week…
As said i will try to keep her as low as possible in tricount. I allready have exactly 30.090 Tris version but needs some welding in some parts. Also thought atleast to make her some Engine covers (maybe 4-6 tris max 10) and give some detail skin wise… About the remove befor flight hmmm i dont know… will see i saved allready in what you see at least 1000 tris by making more simple the wheels (35.5xx) Ill see dont know yet. I must count also double-sided materials (witch in game counts as double tris)
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Hi Manos, this looks great!!
Please do your best to optimize but I think we can take 35K also as fine number, no need to kill the model to get below 30.
Also not less important (Maybe even more) is to optimize the number of textures, 1 sheet should be enough for a Fighter size AC, don’t fall please to the crazy size texturing that you may see elsewhere, this is just burning GPU time and 99% of time those super extra details won’t be noticed anyway. 1 4096 texture is more than enough, and 2048 for the default please.
Also we will need lower LODs of course. I suggest to contact Switch directly if you have any questions about the exact details.
Cheers!
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Hey Manos,
Nice work on the model optimisation. Is it possible for you to show a picture of your optimised mesh ?
Regards,
Gudule
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Hi Manos, this looks great!!
Please do your best to optimize but I think we can take 35K also as fine number, no need to kill the model to get below 30.
Also not less important (Maybe even more) is to optimize the number of textures, 1 sheet should be enough for a Fighter size AC, don’t fall please to the crazy size texturing that you may see elsewhere, this is just burning GPU time and 99% of time those super extra details won’t be noticed anyway. 1 4096 texture is more than enough, and 2048 for the default please.
Also we will need lower LODs of course. I suggest to contact Switch directly if you have any questions about the exact details.
Cheers!
Thanks for the info and the kind words I-hawk I will see what is possible and what not!
Lower Lods are possible now that the model is still on the start and with the new tool Arty told meHey Manos,
Nice work on the model optimisation. Is it possible for you to show a picture of your optimised mesh ?
Regards,
Gudule
Meaning? Wireframe ?
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Even like that looks nice. Clean lines!
Στάλθηκε από το MI 5 μου χρησιμοποιώντας Tapatalk
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Nice mesh indeed ! Thank you
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Nice mesh indeed ! Thank you
Still on export tris remain and not quads but i might do something will research a bit further
Στάλθηκε από το SM-J500F μου χρησιμοποιώντας Tapatalk
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Doffed,switched,armed and ready for her skin
Enjoy!
By the way in 3ds the count is 34.991 tris (yes i saved some more!) Lodeditor (cause of double sided stuff) reads 35.224 nodes. Lod viewer 2000 more probably cause of other stuf??? anyone can explain that?