All what need to be help to modding a 3d model under 3DS
#4

Okey, if nothing people would me send a directory contain, so i should follow with touching blind different text.

so now so we you have all read over technical word, here now i can better start to explain this on following help.

Quote:Requirements to modelling 3D model for IL2 game.

To make a category Aircraft.

Model must consist of the following parts:

1. The forward fuselage, which includes engine section for the 1- motor 1- aircraft fuselage, or flight deck for the multiengine aircraft.
2. Centre fuselage.

3. Aft fuselage section. Note. If several fuselages, then should each is divided into parts described above.

4. keel (or keels, if them several)

5. Stabilizers, leftist and right.

6. Elevators, leftist and right.

7. Rudder.

8. Center sections, wing left and right (only of 2 details)

9. Wing center section, leftist and right (only of 2 details)

10. Outer wing panel, leftist and right (only of 2 details)
Note. Each wing (leftist right), should to be divided into approximately 3 equal parts, as it is described above. If prototype - biplane, should then thus divide it self all its wings.

11. Ailerons, leftist and right.

12. Flaps, leftist and right. If flap on the prototype is not separate (as on I -16) that it is done by one detail, without the separation into the left and right sides.

13. Chassis. Rack support consists of the following separate parts: wheel; the lower (mobile) part of the shock absorber; the upper part of the shock absorber; lower half of "scissors"; upper half of "scissors" (if they there is); struts; the shields of chassis. If shield on the prototype is securely fastened on the landing gear strut and move only with it together, then it is possible to join to the appropriate detail and on the model.

14. Air blade together with the fairings.

15. If aircraft is multiengine, then each pod must consist of 2- X of the parts: (a) directly of nacelle and (b) of the engine compartment.

16. Visual model damages. Each of the described parts of the glider (on 3 parts of each wing, 3 parts of the fuselage, keel, 2 stabilizers) they must have silencers at the points of their junction with other details of model. This is necessary so that on the spot of these details after their detachment would be formed "fragments". Each silencer consists of directly the silencer, which closes hole in the "parental" detail and imitations of the fragments, torchashchikh from the silencer. Furthermore, for the basic LOD of model (LOD_0) should be prepared the collection of ribs for the rudders, the ailerons and the flap (for the shields - not necessarily), which will be visible through the holes in the skin during their damage. Also it is possible to prepare a similar collection and for it is wing and the stabilizers (see I -16 in the game).

The texture of model must be the size of 1024х1024 pixel and include all details described above. Furthermore, must be prepared with 2 additional textures contain damages. Should be carried out them in the form it is layer in PSD file of basic texture. The first layer includes easy damages - bullet holes, holes in the linen parts of the skin, etc., the second - heavy damages - large holes in the skin, scraps of skin, formed with the detachment of the parts of the aircraft, etc.

Amount of LOD: LOD- models - 5, from LOD_0 to LOD_4. For the models from LOD_0 to LOD_3 should be created the additional, simplified models for the projection of shadow. Are designated below as YLOD_.n. Shadow for LOD_0 is created on basis of LOD_2, for LOD_1 - on basis of LOD_3 and the like.

Quantity of ranges (not more indicated number) depending on LOD and aircraft type, without including the silencer:

1-motor
LOD_0 (YLOD_0) 3500 (800)
LOD_1 (YLOD_1) 2500 (500)
LOD_2 (YLOD_2) 1500 (150)
LOD_3 (YLOD_3) 400 (80)
LOD_4 150

n-motor
LOD_0 (YLOD_0) 4000 (1000)
LOD_1 (YLOD_1) 3000 (600)
LOD_2 (YLOD_2) 2000 (200)
LOD_3 (YLOD_3) 600 (100)
LOD_4 200

A quantity of ranges for each cockpit model - to 3500, if cockpit is one-place, or to 4000, if in the cockpit several work sites. For each cockpit it is possible to use several textures, each by size is not more than 256x256 pixels.

So here you know exactly, the different parts we modder should make to build a plane, and amount of face we IL2 game model of aircraft need!
So to a single motor engine, category fighter or fighter bomber, or recon or any other small plane, we use a single motor engine, should have maximum of 3500 face and Ylod should have 800 face, and LOD_4 dont contain Ylod.

So it's all to this night, so modder don't receive to many brain schock.
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