View Full Version : Russian Gaz3937Vodnik for OPF
cl10k 01-06-2006, 01:00 PM Hi everyone,
my first post here - finally !
This is my first attempt in "seriously" modelling LowPoly for a game-engine. The game is called Operation Flashpoint (quite old... i know). I am not sure about the polycount yet... I read, a detailed model could have 6000 verts. I am not used to count in vertices, so i fear that my model may become to big finally. If i aim at 6000 verts i could easily reach 2500 faces...
As you can see, i am quite a newbie and therefore the model is somehow chaotic.
I finished the rough shape. There are still some windows missing, the wheels are just temporary and there is lots of detail to add. I am planning to make the triangulation (does this word exist in english???) by hand in the end.
Comments and critics are of course greatly appreciated...
:-)
GAZ-3937 "Vodnik"
http://img224.imageshack.us/img224/3538/vodnik26qu.jpg
http://img224.imageshack.us/img224/6793/vodniktest5jb.jpg
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AdamAtomic
01-06-2006, 04:11 PM
Hey this is a great start! You have some extra polys on the bar/grille thing on the front, and on the wheel wells, but other than that its looking very nice, keep it up!
making models for old games can teach you a lot about efficiency that you might not pick up from making a quake4 model, too, so don't feel bad about that!
cl10k
01-06-2006, 05:07 PM
Thanks Adam :bounce:
I think i dont like my own car that much. Allthough the original is very "boxy" , my modell seems to look too simple... maybe some nice beveling can change that. i am not sure if some good texturing is enough to make it look convincing... :hmm:
But you are right about the "grill". I started all round parts with 10 or 12 points - i will optimize that after i found out how to import my file into the opf-engine. Have to see it there first.
I was talking to somebody who knows a lot about opf-modelling and he said, its ok to have even 6k Faces as long as the LOD's are good.
LoTekK
01-07-2006, 09:51 AM
I think the community would appreciate one of these. :)
You definitely want less than 10-12 divisions on the smaller round/cylindrical bits, especially those as small as the grill. With decent texturing, 8 (even less, if it's small enough) would be sufficient. With the polies saved on all those round bits, you could bevel out the main edges of the vehicle. :)
Importing into O2 isn't too much of a problem. I don't remember if Maya (that's Maya, right?) exports .3ds with the dummy KFData that O2 requires, but if it doesn't, you can download [ul=http://www.anim8or.com/]Anim8or[/url], and use that to export the 3ds (it provides the option to include the dummy KFData).
And yes, LODs are all-important, as well as how they're set up. Cheers, hope to see some progress with this. :)
cl10k
01-07-2006, 11:50 AM
Hey LoTekK, good to see an opf player/modder(??) here!!! You are right - it is Maya, you can't export 3ds files natively but there are some good plugins like "okino polytrans" which enable 3ds export from maya. But what is "dummy KFData" never heard of it - i will take a look into google to find out...
I will post some progress tomorrow or on monday, the weekends are reserved for the family... ;-)
thanks for your suggestions!!! it is definetly more fun to model and get some feedback!!
cl10k
01-09-2006, 11:32 PM
a small update...
i just did some small stuff. most of it is under the car or inside the "wheelholes" (sry no clue...)
i decided to limit the polycount between 3500 - 4000 tris. i think i will keep most of my details like they are right now, but i will check for small rounded objects and reduce them. Also like suggested, i will bevel the outline!
i think i can stay under 3750 polys after optimizing.
http://img294.imageshack.us/img294/6329/vodniktest26sd.jpg
@lotekk: i googled for "kfdata" and know now. i wasn't able yet to test the 3ds-export tool but thank you very much. it may be helpful!!
LoTekK
01-10-2006, 06:52 PM
This is coming along nicely, and should be cool to see in-game. You already know about reducing the divisions on the smaller rounded bits, so I won't touch on that again, but there are a couple things I wantd to point out:
http://www.lotekk.com/files/gaz.jpg
The bits I've circled are the areas I feel would be better left to textures. These areas are basically geometry that is not really adding to the profile significantly, and would only be noticeable with no textures applied, and a close-up inspection. If you replace that geometry with a well-done texture, I guarantee you won't notice much of a difference.
But otherwise, it's looking good. Looking forward to seeing some progress. :)
cl10k
01-10-2006, 10:16 PM
hey lotekk first of all i have to say that it is great to have somebody giving tips!!
really appreciated!!!
i am not sure about the details you marked. the point is that "lowlandwarriors" says having 6000 Verts is ok, at least for their leo2a6 tank. i am not going to make this a 6k verts model, but why should i go so lowpoly when my polycount is 1/3 of their suggestion. maybe one point is, that i think the undetailed model is too simple or boring. i think some modelled geometry would enhance it looks... But of course i am open to convincing ideas
i am still fighting with the converter to *.3ds, i will really consider your suggestions but first i have to see how the model looks ingame...
...so lets get back to polytrans...
see you!!
cl10k
01-11-2006, 01:56 PM
Hi lotekk, hope you are still around. i encountered a problem in bulldozer, maybe you know what to do. I exported my model to oxygen but bulldozer is not showing it correctly...
http://img233.imageshack.us/img233/899/problem0lv.jpg
it works when i export simple geometry like a box, etc. but fails with the car. the model is not yet finished and not all normals are set properly maybe that causes the problem...
ps: nice tiger!!!
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