myFunProject_01

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fLUnKnhaXYU
Posts: 180
Joined: Wed Nov 15, 2017 8:19 am
by fLUnKnhaXYU » Tue Sep 08, 2020 5:34 am
The little 4 side reference image That i grabbed off of google images says Sherman 1944 , that's all I can say . I guess that its about 80% finished , some details are not there yet . and Im going to re-do the tracks
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Bloodknight
Posts: 309
Joined: Tue Feb 03, 2015 8:58 pm
by Bloodknight » Thu Sep 10, 2020 1:46 pm
The only way I can think of to remove ground cover is to paint under the decal with another terrain material.
That is how I do it, usually some dirt texture, which adds additional detail and realism to the level, since roads are not build on grass, in reality they clear the area before they build roads on it. If you really want to keep it grass you can make a second terrain material with the same texture, but remove the ground cover from it, so you can control where the ground cover is.

Ohterwise I would advise not to use my assets from my old packs, but use them from the actual Uebergame repo, since they are often the improved versions and bad ones sorted out. The grass you are using is one of my first attempts, which I was not satisfied with.
Using a duplicated layer with the same terrain material is probably the most common way I know of, it is, however, a 'hacky' and sub-optimal method perhaps this should be flagged as an issue and something that actively needs to be added as a feature, not only for roads but for other decals too, there already exists a methodology for it in the form of the allow on statics option that used to be a thing
fLUnKnhaXYU
Posts: 180
Joined: Wed Nov 15, 2017 8:19 am
by fLUnKnhaXYU » Mon Sep 14, 2020 3:26 am
The different texture did good , looks nice to me too . I agree with Bloodknight concerning the groundcover and things like forest objects on decals . It would make small cleared areas such as camp fires easier , some iten like a chest , small building , etc etc especially paths . Also , Ive made a couple attempts at trying to use the decals to negate the depth on terrain tiles such as sand and snow with a little parallax no luck just yet . Basically Ive tried just exaggerating the normal of the decal , which i think looks nice but doesnt seem to affect the terrain texture . a very good example can be seen in the game "War Thunder" . If anyone knows anything about it . Its a very nice effect .

Steve - the tank is a M4A3 E8 HVSS . The drawing I used is a very simple hand-drawn profile , it has been a learning project . But yea , I looked it up , and discovered a couple errors - to fix . I plan on doing a Panther next to go with it .

All feel free to critique it as harshly as you will , it would only benefit me nicely THX.
fLUnKnhaXYU
Posts: 180
Joined: Wed Nov 15, 2017 8:19 am
by fLUnKnhaXYU » Mon Sep 28, 2020 11:11 am
well , here it is Practically finished now . Im going to repaint it , see what I can do with some spring animation . A few details to go , Im not going worry about every error , I kinda like the way they look .After I wasted a few hundred tris just goofing off in the begining I tried to be as conservative as I could manage with poly count . The result so far at this highest detail is about 13,000 verts and 32,000 tris .with the tracks and rollers accounting for 25,000 .


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Duion
Posts: 1636
Joined: Sun Feb 08, 2015 1:51 am
 
by Duion » Mon Sep 28, 2020 6:51 pm
25 000 tris just for the tracks? Sounds quite high and how you intend to animate that and make LOD levels? I think most games use solid block mesh track with an animated texture, solves all problems at once.

On the other hand in your case it probably does not matter anyway, since polycount is not that heavy on performance, if you don't intend to have 100 tanks in the scene or so.
fLUnKnhaXYU
Posts: 180
Joined: Wed Nov 15, 2017 8:19 am
by fLUnKnhaXYU » Tue Sep 29, 2020 9:16 am
the tris really added up quickly with all of those parts related to the tracks and suspension and I really don't think I can improve on the poly count , there's nothing extravagant about the model . Im hoping to scale it down dramatically starting at the next detail level where I don't plan to use the separated treads and plan to use much less detail in the suspension and rollers , the next detail levels should be very significantly smaller , removing all of the small pieces from the hull and turret leaving little more than a cube at small detail levels . Im going to try my luck and apply some physics to generate some animation for the high detail then , as you suggested , go straight to the animated textures . Its progressing along OK for now but yea I was pondering just those same thoughts . thx
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