Pilot model fo F-16
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Excuse me, but have I died and gone to heaven?
This is brilliant Harpoon!
Great job sir!Regards
r6 -
Not only amazing add to the cockpit but dressed with VNV music… And I thought I was the only one… superb job Harpoon!
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Nice!! well done!!
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Awesome job !!
Could you also add the kneepages to the Mirage 2000 pits, they already have the legs. Please
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Harpoon, I’m interested to know your modeling specs : Texture size, polygons,…
And your FPS of course. -
Really nice job.Thank you.
In my opinion this work needs some minor adjustments.(Scale,depth of legs,less shiny flight suit etc…)
Weel done mate, keep up the good work ! -
Right now it has two 2048 textures (but I think it can be downgraded to 1024 without a big loss in quality), the LE says it has 8906 nodes and as for FPS, on my rig (which is extremely low-end: Athlon 2.41GHz; 2GB ram; ATI Radeon X1650 512Mb) I got average -2fps lost against the clean pit.
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When I have developped the Mirage cockpit, I have tried to use a similar solution for the kneepad, but I have finally abandonned it because of the texture weight, being far away from the modeling requirements we had.
Keep in view, that currently there are not so many hi poly/hi detail texture models in BMS. Using 9000 polygons and 2x2048 textures for just the pilot might become problematic if the number of those models explodes… -
Keep in mind that the “test pilot” I made for the Tornado pit was at most 80 polygons (and he had arms! :D).
Obviously my little guy is no where near as detailed as yours, but I think you can get as good a result with very little loss of detail in the 500-1000 poly range.
Forgive me if I’m stating the obvious, but remember that you can dispense with polygons that will never be seen.
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Forgive me if I’m stating the obvious, but remember that you can dispense with polygons that will never be seen.
This is more of a general note for your future reference. Remember that BMS now generates shadows but if you remove some faces that can’t be seen then the shadow may not be created. For instance a canopy rail could have the faces removed that you can’t see but then the shadow wouldn’t be correct.
Regards
Dave -
Does BMS take normals into account when creating shadows?
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what do you mean exactly?
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Well, as I said, the textures can be reduced to 1024 or even 512 for those that have fps issues. As for the model, all unnecesary polys have already been deleted.
Every changes now would result more or less in quality loss. -
what do you mean exactly?
Will BMS create a shadow for a poly that has a normal facing away from the light source?
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Very nice work Harpoon.
Could the kneepad textures be config to an external file or activeX control?
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Crikey - thats just fantastic work
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Will BMS create a shadow for a poly that has a normal facing away from the light source?
Normally no, but sometimes it does, depends on ptype.
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Oh My!
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Great to see the pilot, very well done!
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