Since I like the atmosphere of tank wrecks in a war game, I want to try to create static meshes of a KV-1 and a KV-2. They are meant to be freely useable by all level creators who want to add them to their RO2-maps.
In order to lower expectations: it may take time to finish these tanks. In fact, it due to time constraints they may not be ready for some months. These tanks will not be driveable, they are intended to be static meshes only, they do not have interiors. (Just in case someone will complain he's been promised driveable KV's by tomorrow.)
To me, these KV tanks offer one big advantage: many components of the series are shared, essentially only the turrets differ. Hull and wheels of early KV-1 and late KV-2 are basically the same, except for some extra armour.
Here is my work so far: low poly versions of both tanks without tracks:
Both tanks have roughly 760.000 Polys each.
Since I am new to modelling for SDK or UDK, I want to ask some questions which may become critical obstacles. After clearing that I can proceed to creating high-poly models for the normal maps.
First of all: is the polycount of 760.000 O.K. for low poly in SDK, or is it already too high? If it is too high, how many polys are the limit for comparable objects?
I would like the turret to be rotatable by the level creator, so that if he places the tank on his map, he can decide where to turn the gun according to his scenario. Is that possible if I model a simple bone structure between hull and turret?
I plan on including two 2048 x 2048px bitmaps (and two normal and specular each): one for the hull, tracks and wheels of both tanks, one for the turret and armour of both tanks. Is that how you would do that, or are there more practical ways to approach UV mapping of two models with shared components?
Certainly other questions will arise in the process, I'll ask them as they pop up.
Thanks.
In order to lower expectations: it may take time to finish these tanks. In fact, it due to time constraints they may not be ready for some months. These tanks will not be driveable, they are intended to be static meshes only, they do not have interiors. (Just in case someone will complain he's been promised driveable KV's by tomorrow.)
To me, these KV tanks offer one big advantage: many components of the series are shared, essentially only the turrets differ. Hull and wheels of early KV-1 and late KV-2 are basically the same, except for some extra armour.
Here is my work so far: low poly versions of both tanks without tracks:
Both tanks have roughly 760.000 Polys each.
Since I am new to modelling for SDK or UDK, I want to ask some questions which may become critical obstacles. After clearing that I can proceed to creating high-poly models for the normal maps.
First of all: is the polycount of 760.000 O.K. for low poly in SDK, or is it already too high? If it is too high, how many polys are the limit for comparable objects?
I would like the turret to be rotatable by the level creator, so that if he places the tank on his map, he can decide where to turn the gun according to his scenario. Is that possible if I model a simple bone structure between hull and turret?
I plan on including two 2048 x 2048px bitmaps (and two normal and specular each): one for the hull, tracks and wheels of both tanks, one for the turret and armour of both tanks. Is that how you would do that, or are there more practical ways to approach UV mapping of two models with shared components?
Certainly other questions will arise in the process, I'll ask them as they pop up.
Thanks.