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#1
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Alpha channels are just to be avoided as far as I am concerned as they only allow for very crude results on this resolution levels. Quote:
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But I am glad that the community now has a comparison. I will gladly dumb down the meshes, anyway. Anything is better than the standard crap that is in game at the moment. Last edited by Zorin; 10-25-2012 at 03:19 PM. |
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#2
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Hm... just came to my mind... do you need example models? Or do you have already?
Pls don't take poly limits as something to exhaust at any costs - 500 is a number for comparible complex objects. Every saved polygon is a good polygon. Sorry if we look unsatisfied with the status (LoDs etc.) ... we took it, that the model was finished - at least the one, who wrote the report.
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---------------------------------------------- For bugreports, help and support contact: daidalos.team@googlemail.com For modelers - The IL-2 standard modeling specifications: IL-Modeling Bible Last edited by EJGr.Ost_Caspar; 10-25-2012 at 03:02 PM. |
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#3
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Well, I usually take limits as something to guarantee the highest level of detail within, so that a plywood plate actually looks like one and not resembles a sheet of paper, but that is clearly not your approach. Every tail assembly was modelled milimeter accurate and now are just one pixel thick and invisible from a head-on/tail-on view. But that is fine with me, as long as people are aware that that is the way you want things and not the level I could produce. If the eMail reads "...file for the Type 91 torpedos LOD0", why would anyone consider it to be anything more? |
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#4
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Just one more info on item 7). Save TGA with RLE compression turned OFF. The game can't handle RLE compression.
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A designer knows he has achieved perfection not when there is nothing left to add, but when there is nothing left to take away. |
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#5
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Noted.
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#6
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We will see, what we can do, regarding the samples.
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1. it mostly won't be noticed by most of the players due to moving angles, limited zoom, cockpit always on, uninterest, unknowlede etc. or whatever 2. its look has to fit with the rest, so it doesn't break the 'visual composition' of the game Both issues suggest the use of compromises between details and saving polys/textures, even if the limits are not reached. Thats part of game development. If the world was perfect, there would exist quite a few more different limits for different objects or it should be defined exclusively for every new project. But its not that way, because its easier as it is ... BUT on the other side it demands some kind of good sense for what is reasonable and what is exaggerated. Quote:
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__________________
---------------------------------------------- For bugreports, help and support contact: daidalos.team@googlemail.com For modelers - The IL-2 standard modeling specifications: IL-Modeling Bible |
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#7
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Im still waiting on a response from an email I send some time ago.
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#8
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Well, generally, you don't. Now you do. On a side note, however, it is rather logical to have a front projection of your model in the front view window of the Max. But, don't worry, it's a typical error, I did that too, when I was only starting.
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Therefore, it is strongly recommended to painted a texture exactly into the size, which would be used on the final product. Quote:
The main hull wasn't removed, or so it seems and it was the place with the most unpleasant number of seams in most unpleasant place (were fin attachments were supposed to be painted. Quote:
Another reason is that on all other IL-2 models (planes, vehicles, ships) parts, which are thinner, then 30mm or so, are considered as 0-thin. We have to keep general visual detail of all models on approximately the same level. And finally, making those parts 0-thin allows use of alpha channel, which allows to further reduce polygon count. Quote:
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That's approximately the same story, as with polygon limit, as Caspar explained it to you. |
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#9
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This leads us straight to an important question: Is there a point to making new types of bombs (HE and AP) for the Japanese (and othernations) or will the bombs stay as simple as they are now and therefor it will make no difference what kind they are? Last edited by Zorin; 10-25-2012 at 11:09 PM. |
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#10
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Because, if you have too detailed object in relatively low detailed world, it would make look the whole world unrealistic, the same as if you have low detailed object in the high detailed world, it would make this object unrealistic and out of place. Quote:
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I didn't say, there is no need to replace bad, or innacurate models, but I don't see much use in making a multiple variants of the same thing, which differ only visually, with no functional difference. So, in general, it is enough to have like maximum 3 visual variants of the same ordnance, as it does not affect the gameplay much. The smaller and the more "secondary" an object is - the fewer variants and less visual accuracy can it have. It's just a matter of saving labor resources. Last edited by SaQSoN; 10-27-2012 at 08:03 AM. Reason: typos |
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