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Posted (edited)

IMHO higher Polys are better, especially next to (with) lowered Poly LOD models

and if our PC cannot handle the high Poly LOD0 model then we can start viewing (ingame) with LOD1 or LOD2

but think of the future: more powerful video cards are coming

in next years LOD0s will fine, so higher is better (Polycounts)

 

russian S-300 anti-aircraft missile system with 1.800.000 Faces :thumbup:

http://precise3dmodeling.com/models/s-300pu.html

i guess rounded objects as tires and tubes need the high number of Faces

 

this is a high Poly ship too

http://precise3dmodeling.com/models/W_Sibur.html

Edited by NRG-Vampire

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Posted
I have made a Nisshin Maru but it is probably one of the worst models i have ever made it took about 5 minutes and is very low poly!

Will be fine whit me, as long as it can smoke, burn and sink.:joystick::D

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Posted
Lovely!

 

You can get away with a reasonably high polycount - provided that the number of groups of objects is not too high.

 

The polycount is maybe double what the Hornets I have are, but the part count for the carrier is around 2000 parts (lots of little lifeboats and fire hoses).

 

So, try to design with polys below 300k and around 200 parts, if you can help it. The 2000 parts on that carrier is getting too much.

 

I'm Sorry I'm not understanding what you mean? I checked the Polygons on your carrier are about 409,257 About 70,000 more than my DDG? I didn't understand as you said the Poly count on my DDG is higher then your carrier...

 

So Do you recommend removing items like the fire hoses? I removed the rigging of the wires above the bridge to minimize polygons.

 

Ill Get to you soon on the Part Number!

 

And thanks for the compliments!

 

Sincerely,

Devin Rodrigues

Posted
I'm Sorry I'm not understanding what you mean? I checked the Polygons on your carrier are about 409,257 About 70,000 more than my DDG? I didn't understand as you said the Poly count on my DDG is higher then your carrier...

 

A poly can have three or more sides. I always triangulate the model (turn polys with more than three sides to multiple polys of three sides). This can increase the poly count of a model, even though the number of vertices stays constant. I prefer to create triangles as it saves the video card from doing it at runtime, and ensures that all polys are planar (a requirement for some rendering calculations).

 

So Do you recommend removing items like the fire hoses? I removed the rigging of the wires above the bridge to minimize polygons.

 

I wouldn't be too worried, "Premature optimisation is the root of all evil" as the great computer scientist Don Knuth (jokingly) says. Try the model out with all the bells and whistles showing. If you then find performance is unacceptable you can reduce detail or group parts together.

 

What I was cautioning against was not so much the polycount but the number of parts. There is an overhead for posing (rotating, translating) each part as well as setting up the Vertex Buffer Object "VBO" (assuming the ED rendering engine has a VBO per-part). When the number of parts becomes large it will drop the frame rate because the card is busy with the overhead of retrieving and posing the VBO rather than rendering. That's what I was trying to caution about - try to have fewer bigger parts rather than very many small parts. That can mean aggregating the polygons from some parts together (especially if the parts don't move relative to the body axes of the vessel).

 

Ill Get to you soon on the Part Number!

 

Cheers.

Posted

On the subject of performance there is also the question of texturing - i.e. multiple 4096 x 4096 sized texture maps can be just as problematic as a high poly-count.

JJ

Posted

Excellent work, now where's my sub! :)

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Posted
Lovely!

 

You can get away with a reasonably high polycount - provided that the number of groups of objects is not too high.

 

For example, I licensed this model of CVN-76 from Turbosquid for a project I'm working on:

signature01.jpg18fed04a-5af8-4701-9c07-5b4e8aaf150cHD.jpg6cfe8d86-ce8f-4f0f-ae64-9280ea78399bLarge.jpg

http://www.turbosquid.com/FullPreview/Index.cfm/ID/491281

 

The polycount is maybe double what the Hornets I have are, but the part count for the carrier is around 2000 parts (lots of little lifeboats and fire hoses). Having a high part count is a bit problematic - takes my framerate from over 700 fps with just a SuperHornet and sky down to around 50 once the carrier is in.

 

So, try to design with polys below 300k and around 200 parts, if you can help it. The 2000 parts on that carrier is getting too much.

 

I hope that helps with your design. Great work man - she's looking bee-yooo-ti-ful.

 

See attached image

(224843 polys, 240025 verts), but it was build unoptimized as I learned Max, half the polys are the Static F-18E/F/G Aircraft, the E-2C is low Poly 4K

 

The carrier and E-2C are mine, the F-18s were merged from another Max file with permission and licensed for use in Thirdwire games by the original purchaser.

 

I've started a new Carrier, but work on that stopped for other projects...

 

But FraP's CVN76 is Insane....

333686_313739645311044_764759496_o.thumb.jpg.169dda02338d152139c2bf90ebbd4659.jpg

Windows 10 Pro, Ryzen 2700X @ 4.6Ghz, 32GB DDR4-3200 GSkill (F4-3200C16D-16GTZR x2),

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Posted

After I'm done with the Arleigh-Burke Class USS Rafael Peralta I will be starting the Zumwalt Class USS Lyndon B. Johnson.

 

So I Should not remove the fire hoses?

Posted

I have already made a LCS Independence Class. I will have to dig up the model files as she is and old model but. She was pretty good i just didn't do any interior! As the shape of the exterior is weird and i have never seen any bridge photos from the LCS Independence. That is why i have pushed back the construction of the Zumwalt class because i don't know what the bridge looks like. Wait i just looked at that link i saw bridge pictures but one of the pictures appears to be the simulator NAUTIS which is a $3000 Simulator that features the Independence, Nimitz and Arleigh Burke as well as many US military and coast guard ships.

 

Speaking of a Bridge is DCS is it required a model of a bridge that is walk around in or is just the exterior required if a Bridge is not required it will reduce the Poly count alot if not i will re design the bridge to be very basic.

Posted (edited)

Interrior is not required for DCS, mainly because ships can not be controlled by players.

That is, not at this moment, may change one day though.

 

So unless you would want to do some absolutely crazy realistic damage modelling no one will ever get to see the work.

 

 

(hmmm, maybe we can using F11 view, ill get back to this).

Reference the screenshots.

 

In DCS world there is a camera view you can freely control and even go right trough 3d models whit it.

Viewing the inside, screenshots are show the Admiral Kuznetsov (RU carrier) and the insides of its bridge.

Pretty much nothing.

 

Screen_130403_005524.jpg

 

Screen_130403_005509.jpg

Edited by 159th_Falcon

[sIGPIC][/sIGPIC]

The keeper of all mathematical knowledge and the oracle of flight modeling.:)
Posted

Wait what! Lol I didn't know you can't control ships??? In that case I will end up showing my lower poly version of the AB! I was under the impression that you can use low poly ships in DCS... When is is expected to be that you can play as Naval units?

Posted

As of now the only control over ships is during mission setup in the editor. You can give them waypoints to follow and targets to attack but when the mission is running there is no direct player control of ships.

 

There is no publically known time table for adding this, that I'm aware of.

 

Maybe they're planning to put it in Combined Arms 2.

Posted

I see.. This kinda is a downer therefore I will use a lower poly model for this which I have purchased from Turbosquid.

 

Kinda weird as DCS says Lamd, Sea and Air...

Posted
I see.. This kinda is a downer therefore I will use a lower poly model for this which I have purchased from Turbosquid.

 

Kinda weird as DCS says Lamd, Sea and Air...

 

Then again, they never said what you could do whit the three of em........

That's ED for ya.

It has been announced though that in future players can change waypoints and fire points of Naval units using the ground commander mode of Combined Arms.

Can be next month, can be 5 years.

 

And before you start, don't bother asking when something will be done, cause here's your answer

 

When its done ™®©

 

~S~

[sIGPIC][/sIGPIC]

The keeper of all mathematical knowledge and the oracle of flight modeling.:)
Posted

You can use LODs aswel..

The only way to make sense out of change is to plunge into it, move with it, and join the dance.

"Me, the 13th Duke of Wybourne, here on the ED forums at 3 'o' clock in the morning, with my reputation. Are they mad.."

https://ko-fi.com/joey45

 

Posted
Wait what! Lol I didn't know you can't control ships???

 

Hehe no not yet I am afraid - sorry you got that impression.

 

But although ships aren't player controllable, they do have quite extensive armament functionality(airdefence and surface-to-surface) and if you are modelling naval ships, its quite cool to see them "come alive" in the sim :) .

 

Unfortunately it(DCS world and its previous iterations) has been rather deprived on the maritime side of things for a very long time - serveral high profile naval assets(both Russian and US) have been lacking all along, while many of regional relevance were removed with the transition from Flanker- to Lock-on series(some ten years ago) and not pursued since, just as the variaty of civilian types is very scarse.

 

Furthermore, the 3D fidelity level is generally far below that of other types of units and could certainly do with some attention by skilled ship modellers like yourself.

 

So there is plenty of potential for improvements and if you are interested I would be happy to help you out with armament scripts - I did a complete one for a Sovremenny class destroyer and started on both Udaloy and Burke class, but stalled because I didn't have proper 3D models to work with and no time to start building my own :) .

JJ

Posted (edited)

i am unsure, so i am asking: can we control (by player) a floatable ground unit (like BMP) in water/sea by Combined Arms ?

if yes, then modders can make ships controlable/usable by player too in game i guess

 

by the way: this looks like Chizh's joke for 1st of April but maybe one day this will come true

DCS: NAVY

http://forum.lockon.ru/showthread.php?t=103691

Edited by NRG-Vampire

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Posted

A very cruel April Fools joke at that..

The only way to make sense out of change is to plunge into it, move with it, and join the dance.

"Me, the 13th Duke of Wybourne, here on the ED forums at 3 'o' clock in the morning, with my reputation. Are they mad.."

https://ko-fi.com/joey45

 

Posted

I see...

 

I think i was told somewhere else we could use naval units..

 

I have no idea either way i will post a model picture later as i am on vacation.

 

Sincerely,

Devin

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