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dare2

Modelism. Poly Count.

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Now that i have been playing around a bit, i intend to contribute a little for the new year...

 

Although it is a topic which has recently been covered by some members already, my pick is the Mirage F-1.

 

But to make it interesting, i'll make it an AdlA CR/CT with full choice of Squadron markings in the past decade versions, including upgrades in avionics, ECMs, protection suite and diverse systems.

 

Obiously it hate to start with a little research work but i got a very good library near-by, and what i really need to do now is to figure what are the standards used in this game for a proper, good looking model.

 

Some studied ideas will be to include the F-14 FIRE EFFECT for the Ejection seat, weapon loads, Tchad deployment versions etc...

 

41300_38523.jpg

 

mirage_f1_ct.jpg

 

All sugestions will be welcome.

 

Thanks!

AIR_Mirage_F1s_France_lg.jpg

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My link Droits : Ministère de la Défense

 

mirage-f1-ct-mirage-f1-cr.jpgmirage-f1-ct-mirage-f1-cr.jpg

Edited by dare2

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Hello it is nice to see somebody who wants to work on new planes !!!

When we start to make new planes it was common to have 4500 polys per plane

but it vas in 2003 :-) I think that you can use 10.000 and with proper

level of detail modeling it would be ok

you can see on my heinkel what I mean with level of detail modeling here:

http://combatace.com/topic/66792-early-wwii-fighters-bombers-wips/page__st__20

the worst thing is to make high poly plane, then apply any automatic plugin to

make low poly and ending with 20000 polys giving up and make only one LOD.

In that case game uses 20000 polys for something 10km from you which is displayed as a dot anyway.

Texture usage is another limitation (4 textures with resolution 2048x2048 is more than you need

to cover the whole game world but you can use it on the plane)

for the cockpit it is another 10000 polys

 

If you have questions send me PM

 

Monty CZ

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I think if you use 2048 resolution one map is more than enough for a plane. The stock planes use 1024 maps and look better than most 3rd party planes including mine.

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Thank you guys for your infos.

 

It is important to me as i used to work in CG, but doing 3D for the Cinema Industry is a little bit different, no such issue as low poly count or limited texture sizes there...

 

If anyone knows the poly count share between the aircraft and copit/external loads this would also be useful.

 

I will post screenshots of the workshop regularly in this topic for infos.

 

Cheers.

Edited by dare2

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i dit go as far as i could with the Buccaneer´s in regards of high-poly count and still functioning in game and the higest poly count i have is on the S2D with this values

 

 

Num Nodes: 284

Total: (62289 polys, 186867 verts)

Mesh Max: (1216 polys, 3648 verts)

 

and i had to chop the aircaft in to more pieces so it will still work , only after i chop it in to more pieces the model was working again

 

Component[001]=Fuselage

Component[002]=Nose

Component[003]=Nose_Front

Component[004]=Radar_Bay

Component[005]=Nacelle_L

Component[006]=Nacelle_L_Front

Component[007]=Nacelle_L_Rear

Component[008]=Nacelle_R

Component[009]=Nacelle_R_Front

Component[010]=Nacelle_R_Rear

Component[011]=LeftWing

Component[012]=RightWing

Component[013]=LeftOuterWing

Component[014]=RightOuterWing

Component[015]=VertTail

Component[016]=Tail_stab

 

there are some terrains the S2D will not work like the Anatolia terrain when you have all values to unlimited

 

i hope this helps and good luck on building your aircraft :drinks:

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i dit go as far as i could with the Buccaneer´s in regards of high-poly count and still functioning in game and the higest poly count i have is on the S2D with this values

 

 

Num Nodes: 284

Total: (62289 polys, 186867 verts)

Mesh Max: (1216 polys, 3648 verts)

 

and i had to chop the aircaft in to more pieces so it will still work , only after i chop it in to more pieces the model was working again

 

Component[001]=Fuselage

Component[002]=Nose

Component[003]=Nose_Front

Component[004]=Radar_Bay

Component[005]=Nacelle_L

Component[006]=Nacelle_L_Front

Component[007]=Nacelle_L_Rear

Component[008]=Nacelle_R

Component[009]=Nacelle_R_Front

Component[010]=Nacelle_R_Rear

Component[011]=LeftWing

Component[012]=RightWing

Component[013]=LeftOuterWing

Component[014]=RightOuterWing

Component[015]=VertTail

Component[016]=Tail_stab

 

there are some terrains the S2D will not work like the Anatolia terrain when you have all values to unlimited

 

i hope this helps and good luck on building your aircraft :drinks:

 

It will cetainly help. Thanks!

 

At the moment i am reconfiguring my machine and gathering as much information/Doc on the type as i can..

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check your pm box :grin:

 

Thanks! Here is the first workshop shot, i will work using the Industrial method by using subset assembly, starting with front fuselage, cockpit, seat etc.

 

I intend to use the Martin Baker Mk10 and add to it the Ejection Seat Mod by CA_Stary.

Workshop-01-2.jpg

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The most difficult so far is to harmonize the sizes and proper XYZ coordinates of the maps, i havent used Max for ages but i'm getting (back) there little by little...

Edited by dare2

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Dare2 I jsut noticed your signature

 

F-8 Forever. Last of the gunfighters.........

 

Another fan of the greatest fighter that ever flew.

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Dare2 I jsut noticed your signature

 

F-8 Forever. Last of the gunfighters.........

 

Another fan of the greatest fighter that ever flew.

 

Yes, i'm an airfan in general and love a lot of different aircrafts, but i have to admit i have some sort of fascination for the "Cruze" and i remember seen one of the last Marine Nationale F-8 FN in the Grey-Blue colour, doing a loop above my home in Britany.

 

Quite a spectacle.

 

A%E9%20F-8E%28FN%29%20n%B034,%2012.F%20-p.jpg

 

It is also my favourite to fly in SF2 so far after trying Mirages, Kfir, F-4, Migs etc, i prefer the stock F-8 J, my favourite sport being taking on the Migs with the guns, and i have to admit this F8J also looks beautiful, like the real thing, i' llook at the possibility to switch its flight envelop to the F-8FN when i have time if possible at all...

 

Now that's what i call fun.

Edited by dare2

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Progress is damned slow, i haven't touched Max for a decade now, and it's a little challenge to find my marks back, also the material i got is not as accurate compared to what i was used to in the Cinema Industry...

 

But here is the developement, i work on the cockpit now...

Workshop-02.jpg

-----

 

From the cross-sections to the 3D views dimentions are different, so it's a little difficult to make them fit together, i guess i'll have to get creative.

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