Hi Guys,
recently I took a look at some A-10C Cockpit textures and I saw no labeling on the Side-Panels-texture. (discription of rotary switches, dip switches and buttons) Does anyone know why these are not applied ? Is this a seperate texture for the Cockpit lightning purpose ?
That means, if a have a single face which actually consists of 2 triangles and I apply a material to the diffuse mapping slot and the 2-sided box is checked, i have 4 triangles ?
Ah, now I know what you mean :doh:. Two sides, twice calculated.
Hi guys,
Just wanted to know which Polycount I can trust. I read in some russian forum that it is recommended to have an overall Triangles count of 100.000-110.000.
When I take a look at the A-10C in the Modelviewer (about 200.000 Triangles for the exterior model), it is much more then recommended. My exterior model so far has about 70.000 triangles and the cockpit one about 80.000 triangles. I'm trying to keep the limitation of 100.000 maybe a bit more ;)
I know it's better to keep the framerate into account. Can you guys have some rough estimation how far one can go ?
Thanks for the Info. Further on I took a look a animation tutorial and I recognized that the timeline is from 0-100 Frames and in some other tutorial the timeline goes from -100 to 100. which tutorial should I trust regarding the timeline length ?
I took a look at the unwrapped mesh (A-10C) in photoshop (first layer) and I was confused how they get the texture seamless on the model, because the unwrapping (from my point of view) is sometimes very grubby. I mean overlapping faces and stuff :huh:.
No problem. Thanks for sharing your knowledge :thumbup:. The statistics from the screenshot are not correct, because I have a second cockpit also in my scene. So the actual Triangle count is about 69.000.
The rear details of the seats is for the crew in the backseat. Just thought when you are a gunner you have a view on the rear side of the seats. Or is the rear section a seperate model ? It would make sense. I took a look at the UH-1H cockpit model and the rear section is missing.
Rear model with reduced polys for pilot section and pilot section with reduced poly for the rear section. is that correct ?
Thanks for the links. I'll translate it with google :music_whistling:
Hi Guys,
can I use the UVW Map modifier for "Quick-texturing" or must I unwrap everything by UNWRAP UVW ? Sometimes UVW MAP is quicker ...
I took a look at the UVW's in the PSD's of the A-10C and everything is unwraped. Just wondering.
These pods (AGDUS) are for targeting practice. It tells the Gunner if he hit or missed the target when he would fire a real missile or been hit respectively.
Hi Andi. Hatte ich mir auch auch schon gedacht. Aber Danke für den Vorschlag.
PS: I know it's sometimes difficult to translate a huge text into english but please keep in mind that this is a english speaking forum ;).
I used my exterior model and did cut it out with the door's shape via proBooleans -> screenshot.
Please next time go to the modelling section.I can answer your questions from there. This threat is just for the news :thumbup:
I live in Gersthofen and a colleague is also there to shoot photos. If you also there it would be very helpful if you get some pictures. The more the better :thumbup:
Target is 120.000 polys. Further polys for details and pilot/Crew. So I think I will be around 150.000. It's better to take the framerate into account (Not everyone have a hi-end machine) :thumbup: