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Old 07-03-2012, 03:59 AM   #1
Fresz

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Default [Attchment] PCS-6

For now model has 3073 tris.

Made by xyz











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Old 07-03-2012, 06:09 AM   #2
[R-DEV]Rhino
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Default Re: [Attchment] PCS-6

3k tris is a lot for a scope and the model doesn't look very optimized to me. Might want to check this tut out but will only help you with a bit of the optimization problems: http://www.realitymod.com/forum/f189...cylinders.html

Also has this been made with Maya? Your going to want to get it into max asap if so otherwise its just going to be harder to port later.


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Old 07-03-2012, 06:13 AM   #3
Dude_Nukem

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Default Re: [Attchment] PCS-6

I don't know sh.. about moddelling but this is very well imitated, to me .
Like two drops of water.
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Old 07-03-2012, 08:44 AM   #4
Grober

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Default Re: [Attchment] PCS-6

Rhino what number of tris he should have? 1.5k?


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Old 07-03-2012, 10:08 AM   #5
xyz
Default Re: [Attchment] PCS-6

@Rhino

At this stage this model was made only for comparsion with oryginal PCS-6 model. So it will be optymized. Since I'm very new to modeling for BF I'd like to know few things..

How many triangles should fit in. LOD1: LOD2: LOD3: for scope, since i don't know triangle count for other elements of weapon.
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Old 07-03-2012, 07:04 PM   #6
[R-DEV]Rhino
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Default Re: [Attchment] PCS-6

Quote:
Originally Posted by xyz View Post
@Rhino

At this stage this model was made only for comparsion with oryginal PCS-6 model. So it will be optymized. Since I'm very new to modeling for BF I'd like to know few things..

How many triangles should fit in. LOD1: LOD2: LOD3: for scope, since i don't know triangle count for other elements of weapon.
Giving triangle counts isn't something I like to do as it very much depends on the model your making, rather than the object type IMO but I can see looking at your model it can be very much more optimized than it is while still looking pretty much the same. But to give you an idea the 1st person SUSAT (geom0, lod0) model (not scoped in) is 974 tris (very low poly, could do with a bit more detail tbh), its scoped in mesh is (geom0, lod1) is 2,088 tris. Its 3rd person model (geom1) lod0 is 475 tris, lod1 is 359 tris, lod2 101 tris and its lod3, final lod being part of the 2D lod for the entire rifle being a total of 4 tris. For the ACOG its 1st person non scoped in model (geom0, lod0) is 2,034 tris and its 1st person, scoped in model (geom0, lod1) is 2,381 tris. Its 3rd person model (geom1) lod0 is 583 tris, lod1 is 397 and lod2 is 154, with its lod3 being part of the 2D final lod which is for the entire rifle being 4 tris.

I would say your model could come down to 2k tris for its geom0, lod0 mesh without looking much different than it dose now with some basic optimization on it and abouts what you should be aiming towards. The ACOG frankly is a much more complicated model and that's 2k tris so this should easily be able to get under that.

You should also check this tut out here: http://www.realitymod.com/forum/f189...d-weapons.html


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Old 07-03-2012, 08:22 PM   #7
xyz
Default Re: [Attchment] PCS-6

...so I end up with 2270 tris, but I think i can stil remove some of tris ...

Images updated - old ones removerd
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Last edited by xyz; 07-04-2012 at 04:43 AM..
Old 07-03-2012, 08:42 PM   #8
Tim270
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Default Re: [Attchment] PCS-6

That looks MUCH better already.

http://bartoszpiasecki.pl/portfolio-...v3__0003_5.jpg

As for this, you can get rid of the 'grid' or curved part of the glass as it is facing away from the player, it will never been seen. Make it a flat plane and imo you are good.
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Old 07-03-2012, 09:46 PM   #9
[R-DEV]Rhino
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Default Re: [Attchment] PCS-6

Ye, also for 1p we are now "hollowing out the scopes" as per this blog, but you need to talk to Chuc on info about that: Some 1.0 weapon updates - Project Reality Forums


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Old 07-04-2012, 04:42 AM   #10
xyz
Default Re: [Attchment] PCS-6

2163 Tris
The curvature of lens remains but I droped down triangles by 60%






Update ... Curvature of front lens rised
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