WIP: Leopard 2 A5
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My greatest congratulation Dear Arek!
Your model is absolutely gorgeous!
Welcome into BMS 3D modelers ring!
Best regards,
Radium
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… yep … and what is really good, is that it is directly usable and fully comply with recommendations ensuring the best compromise between candy eye and perf. One word: Optimized.
If we had many other 3d artists like Eghi, Radium, Hayab, Pumpy … we would be able to refresh the entire 3D database more rapidly in a durable way.
Thank you again!
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If we had many other 3d artists like Eghi, Radium, Hayab, Pumpy … we would be able to refresh the entire 3D database more rapidly in a durable way.
Thank you again!+1
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Hi Arek,
Job done.
LOD1 2424 tris:LOD2 790 tris:
LOD3 283 tris:
LOD4 is simple BOX not textured.
LODs destroyed- WIP (a few hours of work)
On texture I have a space for the next 5 vehicles.
Next - this baby:cheers,
EGHIgreat work on that LEO!!!
Just one comment about the texture usage.
To share one texture for several vehicles in general can help increase performance (texture needs to be loaded just once), but preferably we should do that on vehicles that will show up (deaggregate) simultaneously (e.g. the vehicles in a Patriot battalion).
If the vehicles will not be used (most of the time) together, better us a single (smaller) texture. It’s still faster to load 5 times a 256 size texture than loading (worst case) 5 times 2048 size texture.
BTW what I forgot, if we one day have switchable texture sets for ground vehicles, would be much easier to build textures for different countries with a single texture also.
Cheers
Biker -
If we had many other 3d artists like…Pumpy … we would be able to refresh the entire 3D database more rapidly in a durable way.
If you had others like Pumpy, you’d be able to refresh the entire Falcom community with gentlemen.
Gorn
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My textures are flexible. You can do with them whatever you want.
Each element is stored as a layer …
That is ATM 2048X2048 :But you can change everything … location, size, resolution or split into several textures…
example:Of course, you’ll have to change unwrap in 3DS.
BTW… M2/M3 Bradley WIP:
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Hi Arek,
My textures are flexible. You can do with them whatever you want.
Each element is stored as a layer …
That is ATM 2048X2048 :that looks very good (very little unused space in the lower left area).
But probably better to use that lower left space, exactly like it is, just put it in a 1024x1024 with no other vehicle also assigned to it.Guess the Bradley and the LEO will not be used in same battalion and so the chance both vehicles are visible in 3d same time is pretty low.
When doing the texture like you have it ATM and adding the Bradley (and two others) to it also, only 1/4 of the texture then really is in use, while 3/4 memory and loading time are waisted.Of course, you’ll have to change unwrap in 3DS.
Therefore you’re the master.
Anyway those only are suggestions how to do, keep on pushing, we really need some of those ground vehicles reworked.
Ahh BTW before I forget, the turret rotation DOF shall rotate clockwise (in driving direction) for positive angle values…
Cheers
Stefan -
I’m not sure if correctly but DOFs is like this:
I tested only a few minutes it seems that correct?
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Hi Arek,
I’m not sure if correctly but DOFs is like this:
I tested only a few minutes it seems that correct?
from 3ds I’m not sure, because I don’t know how Dave implemented that DOF helper…
But if you export the model and open it with OGLLOD, enter a positive number for DOF #0, the turret should rotate clockwise in vehicles driving direction.If it does not, you need to invert the rotation of the DOF in 3ds, but don’t ask me how to do that.
Cheers
Stefan -
According this video by Dave:
Should be correctly … I hope so. -
If you haven’t done already I would also suggest using a XDOF for the elevation DOF with limits. This way you will stop the barrel pointing beyond reasonable limits i.e. straight up.
Regards
Dave -
Hi Arek,
great work on that LEO!!!
Just one comment about the texture usage.
To share one texture for several vehicles in general can help increase performance (texture needs to be loaded just once), but preferably we should do that on vehicles that will show up (deaggregate) simultaneously (e.g. the vehicles in a Patriot battalion).
If the vehicles will not be used (most of the time) together, better us a single (smaller) texture. It’s still faster to load 5 times a 256 size texture than loading (worst case) 5 times 2048 size texture.
BTW what I forgot, if we one day have switchable texture sets for ground vehicles, would be much easier to build textures for different countries with a single texture also.
Cheers
Biker+100……!!!
Some of the best advice I’ve heard in Falcon year’s……!!!Thanks Biker and Eghi for putting the Omni light on this.
Regards
demer -
+100……!!!
Some of the best advice I’ve heard in Falcon year’s……!!!Thanks Biker and Eghi for putting the Omni light on this.
Regards
demerHello,
This is right.
However, it is not always possible, especially when you use texture baking as a render to texture.
Best regards,
Radium
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Cheers,
EGHIJust Great!!! Bravo.
Now place it inside the Aegean theater, will you?
Thank you very much mate…
Nikos. -
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Can you also add these please:
Thank you!
Nikos. -
Cheers,
EGHI -