3D models by Luke777 (Kaos)
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That is very cool, indeed. Wish they’d make a gunship variant! : )
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Basic skin
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@luke777 great job Luca
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I am going to add the license plates and then upload the package.
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Uploaded new MV22 package, same link in first post.
Cheers
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Complete overhaul
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to do: pilot figure (when I have time)
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Uploaded new TR1 package, link in first post
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Uploaded the TR1 package again, fixed some data in the FM file.
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Hi Luke!
FYI, I’ve seen some textures that are not a power of ² (512²/1024²/2048²/4096²) …
It works in game, but it is really not good for GPU and code.
They shall be a power of ².Regards.
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I will check. I may have missed some.
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It is the Tu-22M.
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It was good on my end, probably forgot to upload the updated version. Fixed now.
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Hi again!
Another tip for you …
For the TR-1, the comparing to the LOD0, the lower LODs looks less performant than the 0! Of course they should not.
Whatever the polycount, what really matter are the draw+calls. I know that you have no way yet to measure the craw-calls, I can tell you that:
LOD0 : 29
LOD1 : 31
LOD2 : 30
LOD3 : 29
LOD4 : 15Ideally, last LOD should be around 1 - 5 …
What cost in draw call the most are the DOF and the Switches. Also the polycount but less.
So, if you can in a smart way, reduce the amount of DOF and/or Switches used in models with the distance increasing (LOD1 / 2 / … etc … ) you should be able to have efficient lower LODs.Regards.
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@luke777 said in Help wanted:
to do: pilot figure (when I have time)
Yea but you also need to 3d-model a Corvette or Mustang chase-car behind this monster when taxing on the ground!
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@raptor that would be expen$ive
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Fair enough.
Let me tell you one thing though, you are funny, hard to believe. You want models to be compliant to a certain standard, legit request, then you should provide a complete and detailed documentation for that. A little shard of wisdom here and there is not going to cut it. Until then don’t expect any better than the crap I am doing.