10.04.2008, 16:15
Hardball,
Many thanks for your postings, some of which have disappeared for some reason? Gibbage's tutorial is great on exteriors but there's nothing about cockpit interiors.
I am thinking of having a go at modelling a plane from scratch, but have yet to come across any info regarding cockpits. Do you have anthing you could post here? Ideal would be full blown tutorial but failing that perhaps a wireframe mesh pic, another of it smoothed and then another of it textured ? At least then I could get some idea of what's invovled.
I have been trying to collect info about the modelling techniques involved and slightly off topic here, came across an article on line with an industry insider who suggested that with today's computers low poly counts were a misnomer and no longer the holy grail they once were, and that for new game designs the fps bottleneck is now texture rendering. This stuck in my mind and I wondered what you thought about the possibility of trying to up the poly count to get rid of the nut like wheels and other slightly cartoony looking bits. Say up to 5000 poly for a single engined fighter exterior? The other lods could slighty bigger than they are currently? Perhaps Hellzone or Jolly would have some idea about whether the game engine could cope. Mapmakers and the cockpit texture artists and skinners have all increased file sizes without seemingly any undue effects.
If you have any more info regarding modelling for the game please post it, I know there has been little response to what you have posted but it's a steep learning curve and it looks like a lot of work involved and most of that research! Seems impossible to find any really good free blueprints to start something worthwhile.
Anyway thanks once more for taking the time to share your information, I'm certain lots of people have an eye on this thread and keenly await further developments. I'm hoping Fatduck and Hellzone and Mr J say definitively that putting scratch models into the game can now be done, then we can start work.
Jameson
Many thanks for your postings, some of which have disappeared for some reason? Gibbage's tutorial is great on exteriors but there's nothing about cockpit interiors.
I am thinking of having a go at modelling a plane from scratch, but have yet to come across any info regarding cockpits. Do you have anthing you could post here? Ideal would be full blown tutorial but failing that perhaps a wireframe mesh pic, another of it smoothed and then another of it textured ? At least then I could get some idea of what's invovled.
I have been trying to collect info about the modelling techniques involved and slightly off topic here, came across an article on line with an industry insider who suggested that with today's computers low poly counts were a misnomer and no longer the holy grail they once were, and that for new game designs the fps bottleneck is now texture rendering. This stuck in my mind and I wondered what you thought about the possibility of trying to up the poly count to get rid of the nut like wheels and other slightly cartoony looking bits. Say up to 5000 poly for a single engined fighter exterior? The other lods could slighty bigger than they are currently? Perhaps Hellzone or Jolly would have some idea about whether the game engine could cope. Mapmakers and the cockpit texture artists and skinners have all increased file sizes without seemingly any undue effects.
If you have any more info regarding modelling for the game please post it, I know there has been little response to what you have posted but it's a steep learning curve and it looks like a lot of work involved and most of that research! Seems impossible to find any really good free blueprints to start something worthwhile.
Anyway thanks once more for taking the time to share your information, I'm certain lots of people have an eye on this thread and keenly await further developments. I'm hoping Fatduck and Hellzone and Mr J say definitively that putting scratch models into the game can now be done, then we can start work.
Jameson