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[3DSMAX] IL-2 3D Modelling Tutorials
#31

Tigershark Wrote:
RAF_Magpie Wrote:
Tigershark Wrote:for those tanks, will they replace or are they new slots???



TS

Those tanks, were made by Shockwave (now banned) for another game, and was him showing how 'great' things looked with low poly counts.

Unfortunatly he didnt understand exactly what was needed for a IL2 model. So forget you even saw those because their next to useless for us here.

Ahh gotchya. Figured you were refering to the last post with Tanks in it Smile

On that note, I have a full, genuine copy of 3DS Max 9 - is that actually feasible to start creating stuff with...?

NO NO NO,

Its directed towards wingflyr, those tanks he skinned... did he just replace or did he make new slots...


TS
#32

Sorry my man, I to thought you were referring to the created tanks posted by Shockwave also. Yeah those are original functioning IL2 tanks just with photoshop textures.With the new mesh tool that is currently worked on by the brilliance of the gurus here, prehaps well be albe to make brand new objects in new slots,hopefully.
#33

wingflyr Wrote:Sorry my man, I to thought you were referring to the created tanks posted by Shockwave also. Yeah those are original functioning IL2 tanks just with photoshop textures.With the new mesh tool that is currently worked on by the brilliance of the gurus here, prehaps well be albe to make brand new objects in new slots,hopefully.

Yes personally, and of course everyone else probably agrees, it would be so awesome if we could use desert camo tanks without having to overwrite the european camo ones each and every time...


go team AAA

TS
#34

shockwave Wrote:
FltLt HardBall Wrote:So in Fokker's case, this means 505 different parts, 37635 polygons and 25852 vertices. I must say that making cockpit is much easier, but I know that Gibbage doesn't agree with me Smile

Confusedhock:

HoLy CraP dUdE.. what are you all smoking paint?

WAY too many polys..

I guess mr. shokwave missed the whole point. The TOTAL amount of polys in single plane (including all lods, caps, damages, etc.) can be closer to 50000. Only about max. 3000 polys is visible at once (single engine plane).


jameson Wrote:Hardball,
Gibbage's tutorial is great on exteriors but there's nothing about cockpit interiors.

Pit modeling constraints are not so strict as externals. Just few rules that I still can recall:
-No need to worry about LODs Smile
-Total polycount aroung 10000 polys. I guess Tempest went over this quite much, so it doesn't hurt to have little more.
-Only one multi/sub material is needed and you can have any number or materials as long as the total size of textures is around 8Mbs.
-Max texture size 256x256 pixels (TGAs)
-Same texture can be used in two materials (with alpha and without alpha), so those alpha cut areas can be "recycled" in non-alpha material.
-No alpha material in pit frames or walls because sun will shine through the alpha materials (engine limitation i guess)
-Every moving part should rotate around it's Z-axis.
-Null material (invisible) can be used as with externals to smooth polys. Doesn't contribute to polycount.
-Get the external fucelage model, remove the low poly pit and make your real pit model "fit" into the external nicely. Some parts of the external model will be visible from the pit (doesn't contribute to polycount).
-First model everything and after delete non-visible polys. Or set them to null material when needed to keep things looking smooth.
-Try to learn to do "pre-rendered" objects. This saves huge amount of polys and gives nice results. Model part with great detail, render it in correct prespective to texture and slab that to simple flat plane. It's bit more complex than it sounds, but here's example:

Some objects modelled with huge amount of polys (fire extinguisher is good example).
http://www.simmerspaintshop.com/~viikat ... ly_pit.jpg
Basically anything complicated that doesn't move inside the pit can be modelled like this. If object can be modelled with relatively small amount of polys, then don't use this.

Scene rendered with global illumination/ambient occlusion and resulting images are projected to planes and result is saved to texture. Perspective looks wierd now...
http://www.simmerspaintshop.com/~viikat ... xtures.jpg

Textured big surfaces. Usually just flat planes, but extinguisher has some roundness.
http://www.simmerspaintshop.com/~viikat ... frame1.jpg

Result without wireframes:
http://www.simmerspaintshop.com/~viikat ... t_left.jpg

Gauge textures. The black & white textures produce the "glow in a dark" result when pit lights are turned on.
http://www.simmerspaintshop.com/~viikat ... tures1.jpg
Usually one 256x256 texture can fit 4 gauges, but some look more nicer with more details so this example has only one gauge plus several different needles.

Overview of the pit in wireframe
http://www.simmerspaintshop.com/~viikat ... frame5.jpg

That's all I can remember now Wink
#35

Viikate hiya & welcome - please chk your pms :wink:
#36

... some basics of 3d modeling aircrats

Aircraft modelling tutorials:

http://www.mdalgleish.clara.net/tutoria ... r-tut1.htm
http://www.aerodynamika.com/gmaxtut/gmax000.htm
http://www.lemsko.de/3d/Tutorials/model1.htm
http://homepage.ntlworld.com/mark.davies/html/c1.htm
http://www.geocities.com/SiliconValley/ ... notut.html

Texturing an aircraft:

http://home.wanadoo.nl/r.j.o/skyraider/ ... apping.htm
http://www.geocities.com/SiliconValley/ ... trtut.html
#37

found this today ..... hope it helps:
http://www.3dbuzz.com/vbforum/sv_home.php
#38

What is the polycount for ships?

How does the limit work? Is it a maximum limit for the perfect undamaged high LOD model including the other levels of detail or is it a maximum in addition to the other lod models?

I've looked through and done searches but nothing concrete came up.

As a suggestion would it not be good to have a clear list giving poly count limits?

I'd love to make some new models for IL-2..my interest is in ships and ground units...
#39

quality for main LOD0 is 3-5000 polys,for pit I think 8000 polys ...

for example ship tirpitz have with all things 80 000 polys
#40

OK cheers...so warships anyone?
#41

can someone please tell me what mesh is representing the fire extinguisher. i am looking to fit this to certain A6M versions that historically had them for new slotted A/C.
#42

Full Il-2 Modeling Bible

Code:
http://rapidshare.com/files/171790142/3d_modeling_biblia.7z
#43

thx dude! I found this very long time!
#44

I think all your work is great and difficult.It is all done in Arhicad or is it possible in Acad as well?
Anyway i have some great planes pictures at http://www.panoramio.com/user/2365578
Keep up the good work!
#45

What exactly are lights? Are the lighting objects, bones, or what? As in what object do I place in Gmax in order to make the game engine use a light?
Also, what's the scaling in Gmax -> to IL-2?

EDIT: Also, should a hierarchy be created before or after exporting it?

Thanks for any help.
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