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#21 | ||
![]() Join Date: Nov 2007
Posts: 3,886
Location: Quang Tri Province
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This looks mint mate! | ||
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[R-Div]Robbi "There's nothing more skanky than eating out of a tub of hummus with a screwdriver."
[R-DEV]Matrox "CHINAAAAAAA!!!" |
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#22 | ||
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PR:BF2 Developer
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Sorry, I forgot to answer your questions in my last post.
It's up to you to decide. (but don't have huge texture sheets Quote:
-you include your windows in your texture if you want to make dust effect, etc on it (with alphas in the diffuse or the bump map texture) -you don't take care of this, and the exporter put the generic glass texture on your windows. (no need to put them on the UV sheets) Quote:
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#23 |
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Registered User
![]() Join Date: Apr 2007
Posts: 5,187
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Wauw! Excellent! I can already see the insurgents and taliban cruising around in one of these :P
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#24 | |||
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Thanks guys!
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Here's some pics, I finished the basic interior (again, not optimized yet so no wireframe): ![]() ![]() ![]() ![]()
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#25 |
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PR:BF2 Developer
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looks good, although is all that floor detail viable once all the seats and other interior objects are in? if not you should just make what you can see
Also for the windows, you need to model them as polys and then they have an transparency layer done though the alpha channel of the colour/normal map applied to them And ye a single 2048x2048 sheet is good, thou will most likley be downsized to 1024x1024 when it goes ingame due to performance but dont let that put you off, much larger objects ingame only use 1024x1024 textures currently like the Challenger 2 |
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#26 | |||
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#27 |
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PR:BF2 Developer
![]() Join Date: Apr 2008
Posts: 2,982
Location: Cassel-fornia
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it might also be an idea to make a seperate texture for the interior only and than have the rest on another sheet, so we can have a number of different colored vehicles which all share the interior texture, that would also help performance, but would only makes sense if the interior cane be same same on the vehicles no matter of its color
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#28 | |||
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PR:BF2 Developer
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There are two ways of going about this. 1: The first way is that you model a low poly interior and have the interior textures on the normal 3p sheet and has separate UVs from the 1p interior (note a simple way of then texturing it is to bake the interior textures off the 1p model onto the 3p model) and then the 1p interior you add a lot more detail to it and UV it onto its own sheet. 2: The other way is to just make a high poly model for both 1st and 3rd person, with all the interior UVs on there own sheet, and then when the model is all done and textured you then separate the two models into 1st and 3rd person, and optimizing the 3rd person model a lot, probably remove a lot of elements while your at it and optimizing the big ones, keeping the UVs intact and then when it comes to exporting the model you have two separate interior textures sheets, which are basically excatly the same textures other than the 1p sheet is much higher rez and the 3p sheet and you might also want to change them a little. Option 1 is the best for performance, although there is a 3rd way: 3: The 3rd way is basiclaly combing the two methods which is to model a high poly interior, UV it all onto the 1p sheet then when you separate the two models you leave a gap on the 3p UV for the interior objects to go into, and then you can either texture them by hand or bake them off the 1p textures Its really up to you which way you want to do it thou but it is worth having separate 1st and 3rd person models, otherwise your staring at a dash board with only a few pixels on it and a steering wheel with only 6 edges Also you can use the 3rd person textures fine without any issues in the 1p model for the exterior items, + any interior items you want too just dont use the 1p textures on the 3p model (unless your going down the option 2 method with the same UVs but separate sheets). | |||
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#29 |
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Took me some time to swallow what I just read, so I will summarize how I understood it to be sure if I understood it well
So, there will be two different models, seen from inside (1p) and seen from outside (3p). 1p model has a high res exterior plus high res interior, and 3p has a high res exterior but has a low res interior. The best way for performance is to have two textures that will contain: 1p - high res interior independent from exterior 3p - high res exterior plus low res interior + if I make the interior also independent from external paint, we can have the van in different colors in the game with least performance hit. If this sum up is correct, it's no problem for me to make it that way. So what the low res interior should be like, 500 tris? |
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#30 |
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PR:BF2 Developer
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1p models at what you see from when your sitting inside the model yes, like the cockpit of a chopper and what not, but most of the time the exterior is excatly the same as the 3p model, with just unseen faces you can not see form the inside of the model removed and it also uses the same 3p textures for the exterior of the model (+ maybe some interior bits).
3p models are for what the vehicle looks like to anyone not sitting in the model, from walking next to it to being in anouther vehicle looking at it. and ye, can have the van in different colours too going that way but try to not make too many colours, a lot of textures can be used up doing that If you want later tomorrow I can give you some examples of 1p and 3p models and there differences on current vehicles so you can see more for yourself how it works but right now I can't. |
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| 900, vehicle, wip, zastava |
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LinkBack to this Thread: http://www.realitymod.com/forum/f388-pr-bf2-community-modding/84951-vehicle-zastava-900-ak-wip.html
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