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Thread: WIP: stuff you are working on!

  1. #1451
    keep it like that
    18-19 k
    try to optimize it

    post some pictures of you wire frame here

    some various angles would be nice too

    @the sun
    looks solid, hope youve cut down the texture amount




  2. #1452
    here the wire ,i can easiy reduce it to 16/17k tris without major deformation if needed

    http://img230.imageshack.us/img230/1173/wiret90tg3.jpg

  3. #1453
    Quote Originally Posted by (Neon @ Jan. 14 2008,21:04)
    here the wire ,i can easiy reduce it to 16/17k tris without major deformation if needed

    http://img230.imageshack.us/img230/1173/wiret90tg3.jpg
    Nice clean mesh, don't see any problem areas. But i think tracks need to be optimized. Check my image.
    http://img232.imageshack.us/img232/8...et90tg3un7.jpg




    "Man is condemned to be free; because once thrown into the world, he is responsible for everything he does."
    -Jean-Paul Sartre

  4. #1454
    they are needed for tracks deformation in animation

  5. #1455
    How did you make the barrel? Looks like you could save some polies there, besides that the wheels could use some optimization. The smoke discharges definately need less sides. Same with the turret MG. The barrel strikes me first because it's in my face. You could definately get that down to 14k if not more. The wheels seem to be a bit too high poly, but that's IMO. Then again, we have the magic of LODs.

    On a side note, does anybody know how the ArmA LODs decide when the next LOD is coming up? Is it the same for all models? Or is it related to preformance, polycount and what not?



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  6. #1456
    Quote Originally Posted by (Neon @ Jan. 14 2008,21:59)
    they are needed for tracks deformation in animation
    ahh ok, forgot that they also deform in arma

  7. #1457
    Quote Originally Posted by (MehMan @ Jan. 14 2008,22:51)
    How did you make the barrel? Looks like you could save some polies there, besides that the wheels could use some optimization. The smoke discharges definately need less sides. Same with the turret MG. The barrel strikes me first because it's in my face. You could definately get that down to 14k if not more. The wheels seem to be a bit too high poly, but that's IMO. Then again, we have the magic of LODs.

    On a side note, does anybody know how the ArmA LODs decide when the next LOD is coming up? Is it the same for all models? Or is it related to preformance, polycount and what not?
    Isn't LODs calculated based of distance and maybe performance? Farther the model, the less detail it gets.

  8. #1458
    About http://img232.imageshack.us/img232/8...et90tg3un7.jpg

    Since Arma's tread system is like OFP's and generally all engines that have this use it, the segments under the wheels are needed so when the suspension kicks in the proper portion will raise or lower rather then the entire large section responding to one wheel and looking very akward to say the least.

    Biggest optimization points would be the smoke charges, wheels, you can keep the half spheres on the inside of the wheel but I would suggest connecting some vertex's the further in you go so you have the nice round on the outside but more boxy on the inside, it won't be seen much.

    The gun is a toughie considering the way the LOD's work, sure you have interior LOD's set for commander, driver, gunner, passenger but when you 'turn out' you go directly to LOD1 which means you would see the gun as shown in that way (Atleast that is how it is if I remember correctly, I'd suggest having a few tries at this.)

  9. #1459
    i optimise enought to be near 15k tris ,i thinks it's good now no?
    i have change

    the wheels ,before it was 18 side ,now it's 15
    the mg divide by 2
    smoke luncher divide by 2
    and some other little change




  10. #1460
    Would you mind posting a screenshot?

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