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Old 2016-08-02, 10:58   #61
CaptMiller

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Default Re: [Faction Concept] IS force (daesh, TROSI etc)

My Hilux is ready, 5050 tris , I know that is more than technical in game, but is it big problem ? already deleted invisible polygons and optimized




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Old 2016-08-02, 11:42   #62
[R-DEV]​Mr.VdHeide
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Default Re: [Faction Concept] IS force (daesh, TROSI etc)

Could you perhaps post some wire frames?



D.J.

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Old 2016-08-02, 18:19   #63
CaptMiller

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Default Re: [Faction Concept] IS force (daesh, TROSI etc)

Yes yes, ssooooryyy






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Old 2016-08-02, 21:11   #64
B2P1

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Default Re: [Faction Concept] IS force (daesh, TROSI etc)

wow, you're a fast worker.
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Old 2016-08-02, 23:26   #65
[R-DEV]​Mr.VdHeide
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Default Re: [Faction Concept] IS force (daesh, TROSI etc)

Yes, but this really needs optimization man... Like a lot.

Just look at some of the manny good tutorials that are here on the forum and you will understand what I am saying.

Good luck,



D.J.

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Old 2016-08-02, 23:48   #66
CaptMiller

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Default Re: [Faction Concept] IS force (daesh, TROSI etc)

Quote:
Originally Posted by [R-CON]Mr.VdHeide View Post
Yes, but this really needs optimization man... Like a lot.

Just look at some of the manny good tutorials that are here on the forum and you will understand what I am saying.

Good luck,



D.J.
when I did spigot , I easily removed the excess 1200 polygons , but it is a different case , are almost all polygons shaped , I think it really is to remove about 300-400 tris without loss of shape , but I think this is the maximum
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Old 2016-08-03, 11:51   #67
[R-DEV]​Mr.VdHeide
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Default Re: [Faction Concept] IS force (daesh, TROSI etc)

Okay, start with removing those tri's. Then I will try to give you some more detailed feedback on how to further optimize your vehicle.

Good luck,




D.J.

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Old 2016-08-03, 19:05   #68
CaptMiller

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Default Re: [Faction Concept] IS force (daesh, TROSI etc)

Quote:
Originally Posted by [R-CON]Mr.VdHeide View Post
Okay, start with removing those tri's. Then I will try to give you some more detailed feedback on how to further optimize your vehicle.

Good luck,




D.J.
Sorry, I could not find and delete the polygons that have no effect on the form(I could delete only 50 tris)
Default technical have 4100 tris, but shape is not so detailed as my, so what's the problem ? In fact, we have the difference of polygons of 300-500 , but this isrightly, cuz my is more detailed
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Old 2016-08-03, 23:32   #69
CaptMiller

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Default Re: [Faction Concept] IS force (daesh, TROSI etc)

deleted_______________
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Old 2016-08-06, 17:12   #70
[R-DEV]​Mr.VdHeide
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Default Re: [Faction Concept] IS force (daesh, TROSI etc)

Your model is not to high poly, and the tri count isn't the problem either, it is just not properly optimized yet. So I am not asking you to remove detail, I am asking you to take a critical look and remove vertices which don't add shape to the model.

Here is some feedback:











Red marked are the vertices you could remove. Some don't add anything others just so little they are not worth it in my opinion. Do keep in mind that I am just basing my feedback on screenshots, sometimes it is hard to tell if a vertex adds shape or not. Just remove those you also think should be removed.

If you save some tri's you could 'recycle' them and use them to make your wheels rounder. The rounder your wheels are the better they will look in game. (Though there of course is an optimum in between looks and performance). Some extra sides to your model's wheels would sure look good.


Good luck,





D.J.

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