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
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
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.Originally Posted by (Neon @ Jan. 14 2008,21:04)
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
they are needed for tracks deformation in animation
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?
Click here
Spoiler:
ahh ok, forgot that they also deform in armaOriginally Posted by (Neon @ Jan. 14 2008,21:59)
![]()
Isn't LODs calculated based of distance and maybe performance? Farther the model, the less detail it gets.Originally Posted by (MehMan @ Jan. 14 2008,22:51)
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.)
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
Would you mind posting a screenshot?