View Full Version : vehicle [WIP] Eurocopter Tiger
02-10-2004, 09:15 AM
Im making this helli for a small mod to a even large game ... Its supposed to be the Tiger Close Support Chopper .. I think im near completion right now .. Some minor issues left though .. But im still not happy with how it turned out but I cant really point out what the main thing is that bothers me . So if anyone can help me out on this one . Right now it landed on 4100 tris with cockpitt and everything ..
02-10-2004, 11:31 PM
silentheroes is small?
lol.....thats a good mod for bf
02-11-2004, 02:36 AM
I managed to bring down the pollycount from 4100 to 3500 and I think i am quite happy now with the end result. So now its only the best part left unwrapp and texture .. Wohooo ... Oh yeah another wire .. I will start on the 1p cockpitt tomorrow also ... Hopefully it will turn out good ...
02-13-2004, 11:08 PM
That's cool, but for a game, you would want a lower poly version for combat. For sitting on the launchpad, it works great, but when flying overhead, the engine has to render the helicopter, (pilot?) terrain (buildings?) below, and other players/vehicles. LOD (Level of detail) can change depending on distance from the object, and frankly, the interior has too many polys, polys most people will never get close enough to see. The blades can be 2 - 6 poly (tri) each. I suggest cutting it down. Try 2000 - 2500.
02-13-2004, 11:13 PM
Thnx for the input .. the chopper is now done and a texture is started for it .. Ive also done 6 lods and one simple mesh so that the engine will render the lods when the chopper is at a certain distance from the player .. so it is right now lod01 3500 tris - lod6 500 tris and simple mesh about 150 ... So it will work fine .. Right now we have 5k tanks that works like a dream .. even on low end systems .. So 3500 isnt that bad ... But its allways good to lower the tris ...
02-15-2004, 01:55 AM
Okay .. Texture is on the way of being completed .... Got all of the weapons left and some smaller details ..
02-16-2004, 01:14 AM
Can I ask what was blurred out on the first two pics?
02-16-2004, 01:22 AM
It was our logotype for Silentheroes that I blurred out .. Mainly because we dont usualy showcase anything that isnt finnished .. But I havent modelled something serious for sometime now and just reasently stumbled upon this forum and I needed some serious input ... But I was dumb enough to use our sh.net ftp so that kinda gave the blurred logotype away .... :)
02-16-2004, 09:51 AM
Though a bit high on polys, it is looking kick ass.
02-16-2004, 10:09 AM
Originally posted by tessalated
Can I ask what was blurred out on the first two pics?
I was wondering about the exact same thing :)
02-16-2004, 10:40 AM
Mrs. Jackson's boobs?
It's looking rather nice I think. The blades are looking mighty flat, in the sense that rotor-blades usually have a downwards bend to them. ..but, oh I guess that'd look pretty weird once it goes flying? (I thought rotors and propellers were a seperate object in Battlefield?, ie. the game attached it to the right places and did the proper rotations and switching to a motionblurred version at certain speeds, etc. If so maybe a bended version could be doable when it was on the ground).
I'd personally be curious to see the other LODs, to see how much you trim off. And how well they look alike.
02-16-2004, 06:52 PM
Main rotors are too wide and short. same for the rear ones, they also feel like they are going t ofall off since they are just suspended below the plate, do a more accurate rotor assembly, it'll look much better.
02-17-2004, 01:53 AM
hehe .. The mainrotors have the right size , its just the bad bad render and perspective that gives the wrong image .. I will post new renders soon of the LODīs aswell .. Im fixing the lods by hand right now .. and its soo boring ... I posted a reply a day ago but it didnt make it true it seems ... Hmm.. Oh well .. The reason that i blurred the logotype for Silentheroes was mainly due to that we normaly dont show anything of what we do inpublic untill its completly done .. The reason I put this modell up here was that I havnt modelled for some time now and was in need of some input ... I can post the texture sheets if you want to aswell .. so that you can give proper input on them aswell ... Thnx alot again .. :)
Edit: Im finished with the body lods now ..
02-18-2004, 02:04 PM
Okay .. its aliive and ingame ... It flyes like a butterfly and sting like a bee on amfetamin and armed to the teeth ..
02-18-2004, 03:56 PM
the model looks cool man!!
i think you could lower the poly count even more tho without affecting the shape of the model
area i'm talking about are.
1. the rotor blades. you could get the same shape of blade with half as many polys. there seems to be no reason to split them across the width. ( the split about halfway down the length ) it's not ganna save you many poly's but still :)
2. actually now that i look at it thats all i can crit.
so there you go. i have saved you an amazing 4 poly's hehe
keep up the good work
02-19-2004, 03:26 AM
It looks good! I have a question about the LODs though. When you create all the different LODs, do you have to UVmap each one? How does that work?
02-19-2004, 10:50 AM
Thnx everyone for the good and bad critics :D ...
ROB_BEDDALL" :Nah im not tuching the modell more now , if I do i will sure overdo it and then its destroyed .. ehhe .. I could allways remove the faces that you sad but what the hell .. eh ..
Eric22: Thnx ive seen youre work for "Red Horizons" reallt good .. I made all of the lodīs from the main mesh , using multires modifier and tweaking it by hand So that I only needed to tweak the unwrap on the lodīs .. Im a human and lazy by nature so thats how i did it ...
01-17-2006, 10:00 AM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.
vBulletin v3.0.5, Copyright ©2000-2013, Jelsoft Enterprises Ltd.