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Old 11-02-2009, 07:52 AM   #41
[R-DEV]Amok@ndy
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Default Re: [Vehicle] NH-90 [WIP]

looks great


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Old 11-02-2009, 12:50 PM   #42
[R-CON]Sgt_Doctor
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Default Re: [Vehicle] NH-90 [WIP]

Just a question : it's not too high tri(s) and poly(s) ? Ok, it's WIP.

For example, our cougar has 9000 tris, and it's too high... (Chopper = 8,000 tris=).


But, anyway it's a nice model.


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Old 11-02-2009, 01:10 PM   #43
[21cw]PiCkUp
Default Re: [Vehicle] NH-90 [WIP]

Yeah... Its a battle between details and tri's.
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Old 11-02-2009, 01:30 PM   #44
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Default Re: [Vehicle] NH-90 [WIP]

looks awesome, great work


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Old 11-06-2009, 05:47 AM   #45
[R-COM]HangMan
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Default Re: [Vehicle] NH-90 [WIP]

Talked to PiCkUp today, still having a few issues with adding details due to poly and tris count. Some things are possibly being moved. Side doors may be opened to save on polys and tris.


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Old 11-06-2009, 05:56 AM   #46
[R-DEV]Rhino
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Default Re: [Vehicle] NH-90 [WIP]

can you get some edged faces pics of it? 16k tris for that must mean really bad optimization or polys being spent in areas where they are not needed, or both...


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Old 11-06-2009, 06:25 AM   #47
[21cw]PiCkUp
Default Re: [Vehicle] NH-90 [WIP]

Quote:
Originally Posted by [R-DEV]Rhino View Post
can you get some edged faces pics of it? 16k tris for that must mean really bad optimization or polys being spent in areas where they are not needed, or both...
Or maybe its just me, begin a pussy.... I just want the damn thing to look good





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Last edited by [21cw]PiCkUp; 11-06-2009 at 06:35 AM..
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Old 11-06-2009, 06:39 AM   #48
[R-DEV]Rhino
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Default Re: [Vehicle] NH-90 [WIP]

ye man you have used way too many tris on your fuselage, epically round the nose and on the small details.

If you have a look at stigger's Chinook model you will see you can still get a nice smooth feeling without so many polys etc, and the Chinook is one of our highest poly vehicles (a little over 10k tris).







Also take note at how simple the models are for the small detail items like the windscreen wipers:









Spend the tris on areas where they are going to seen the most and as a result, most beneficial.

You can try playing with the optimize and multirez modifiers to get your model down to a reasonable tri count but might screw up some of your work so watch was its doing and play with it carefully.


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Old 11-06-2009, 09:41 AM   #49
[R-DEV]DankE_SPB
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Default Re: [Vehicle] NH-90 [WIP]

just curious, why model is so, hmm, "trianglish", i mean i usually use polygons, unless its something weird form element, which is easier to control with triangles
Rhino's posted model is also mainly consist of polygons, am i missing something here?


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Old 11-06-2009, 11:07 AM   #50
[21cw]PiCkUp
Default Re: [Vehicle] NH-90 [WIP]

Quote:
Originally Posted by DankE_SPB View Post
just curious, why model is so, hmm, "trianglish", i mean i usually use polygons, unless its something weird form element, which is easier to control with triangles
Rhino's posted model is also mainly consist of polygons, am i missing something here?
Something is this direction..

Quote:
A program/game takes a polygon definition and convert it into triangles
that may then be rendered by the standard triangle rendering
algorithms. This assumes all transformations have been performed
already and cuts them up into optimal triangles based on their
screen-space representation.
**Update on NH-90 model **

Main fuselag = 4010 tris
landing gear + ramp = 1228 tris
chair x 8 = 3688
Small details = 4770

Total = 13.700 tris
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Last edited by [21cw]PiCkUp; 11-06-2009 at 11:19 AM..
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