Eurofighter Typhoon
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Most of the unwrapping is done im in a fight with my self if i wanna add more details or not,meaning the mechanisms that holds the missiles in the recessed pylons,various small intakes etc… i will see. currently the model stands at 30645 tris… i will see. till then cheers!
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Raf Efa colors :
fusolage : BS381 626 > rgb 150; 157; 158 , Hex: #969D9E
radome and air intakes: BS381c 637 > rgb 137; 145; 148, Hex: #899194
spanish austrian german and italian use completly different colors.
Italian color is FS 36280, RGB: 137; 141; 139 Hex: #898D8B
great work, Manos !
cheers
dema
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Thanks dema for the info… Trying to add more details to the model. I assume till the end i will definatelly exceed 45k tris if i add the Refueling probe… but as said it worth it as a model
Ok i will not go crazy 100% so no worries. But major intake/exhaust in the fuselage will be added. theres few in the belly as well i want to add behind the gear doors if i remember well and another 2 on the front of the plane
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Very nice boy.
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Good job! There is a very good Eurofighter for FSX/P3D made by Dino Cattaneo. You can try to contact with him to get information.
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@Manos:
Hi Manos!
Do not forget the light on ALL lods … … Thank you for latest updates, but we have still some of the F-4s which are missing them on last lods.
Any chance to …
Regards.
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@Manos:
Hi Manos!
Do not forget the light on ALL lods … … Thank you for latest updates, but we have still some of the F-4s which are missing them on last lods.
Any chance to …
Regards.
ehm… yup! I think you only missing the “G” mow lods that where missing their lights where updated and sended just a week maybe more
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ehm… yup! I think you only missing the “G” mow lods that where missing their lights where updated and sended just a week maybe more
Yes we missing the F-4G model (all lods + textures)
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@Bad:
Yes we missing the F-4G model (all lods + textures)
Its on its way Skins need to finished and lower lods…. Back to topic…
Well adding details not easy to stop! lol! I fixed some of them on fuselage as well on the exhaust system…
Enjoy!
Cheers
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And i think im done with the detailing Time to paint
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have fun
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hmmmto make the refuel probe front cover to close again? There’s only 1 Dof for refuel so i assume no? Every help is welcome! I can probably x-switch it but this adds moe tris and also its not realistic
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Some tests in game…
1 question does too many dofs in a model slow down the loading of the flight in 3d world? If yes then i have to reduce the dofs in the nozzles
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Nice!
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Some tests in game…
1 question does too many dofs in a model slow down the loading of the flight in 3d world? If yes then i have to reduce the dofs in the nozzles
https://i.ibb.co/nQRCy49/2019-04-06-224254.jpg
https://i.ibb.co/W2ff1yx/2019-04-06-224442.jpg
https://i.ibb.co/QfKtMh0/2019-04-06-224842.jpg
https://i.ibb.co/j6PZzSt/2019-04-06-224851.jpg
https://i.ibb.co/4fMY3pW/2019-04-06-224940.jpgThat looks really really nice
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Great
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Fantastic!!
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Some tests in game…
1 question does too many dofs in a model slow down the loading of the flight in 3d world? If yes then i have to reduce the dofs in the nozzlesHi Manos,
I think that for the first LOD you don’t have to change anything, if you think it’s ok. But for lower LOD’s it’s worth reducing not only the tris counter but also DOF’s, switches, draw calls etc. Everything that causes batch breake.Nice model, by the way.
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Hi Manos,
I think that for the first LOD you don’t have to change anything, if you think it’s ok. But for lower LOD’s it’s worth reducing not only the tris counter but also DOF’s, switches, draw calls etc. Everything that causes batch breake.Nice model, by the way.
Yeah now that im thinking of it it takes some time cause of the Texture size! Lol… i might forgot to reduce it on saving the basetexture hahahaha
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… depending on how the 2nd and 3rd LOD are made (transition distance) do not suppress all the DOF …
Flaps and air-brakes can be visible until about 0.5Nm (to be checked in game) … landing gears could be still visible at 1Nm - 1.5Nm or more (?) … to be checked in game also. If you don’t include those on one or two lower LODs, some parts could be missing when transition occurs.
There is no rule of thumb. Each models are somehow unique.
For example, your F-4EJ will be set as following to get good/optimized transitions (validated in 3D):
AddLOD = Model_0.LOD 150.000000 (about 0.2Nm & FOV 70°)
AddLOD = Model_1.LOD 500.000000 (about 0.5Nm with smart sclaing ON and FOV 70°)
AddLOD = Model_2.LOD 1000.000000 (about 1Nm with smart scaling ON & FOV 70°)
AddLOD = Model_3.LOD 4000.000000 (about 4Nm with smart scaling ON & FOV 70° … that one is still missile Nav Light and Anti Coll Light!)
AddLOD = Model_4.LOD 15000.000000 (BMS original low poly model … your “Model_3.LOD” @ 4138 tris were still too high to be the last LOD!)The LOD transitions has to be defined in an empiric way in 3D. As said, there is no rule of thumb. All depends on how the LODs has been made.
Regards.