![]() |
![]() |
|
#1
|
|||
|
|||
|
Hi,
I am busy doing my daily work and has not to much time to work on Puma . Here is a little post about some ideas about wheel optimalization. My Puma model has 8 big wheels and they has consumed a lot of polygons. So I have decided to optimaze them: Front of the wheel: ![]() I have separated the cup and joined vertexes of the tyre (changing quads to triangles). Then I have moved cup to the starting position. back of wheel: ![]() I have made simillar operation, but now I have exchanged 8-sided central part with simple quad, that I have put inside the wheel. I will UV map this parts of wheel using planar projection, so everything should work fine. In this way I have started with 204 triangles per wheel and after this optimalization I have ended with 176. It gives 28 spare triangles. Maybe it is not too much but Puma has 8 wheels - it gives 224 spare triangles ![]() This method may give even better results in tank with 12-16 wheels. Let me know what you think about it. Cheers, sethodie |
|
#2
|
||||
|
||||
|
Whoa... I thought I was the only one who used cones instead of cylinders wherever possible. Good work! If you save 200 polys in one place you can spend them in another which can really help the look of your model.
__________________
Maps: RO-Leningrad / CC-Ardon / RO-FallenHeroes / KF-MountainPass_Day/Night Current Side Projects: Renegade-X |
|
#3
|
|||
|
|||
|
very smart indeed!
__________________
85 eme, fusilier de la grande armee |
|
#4
|
||||
|
||||
|
Nice idea, well thought out.
The only possible problem I could see is that 3d engines might like polies more than triangles. I'm not knowlegible enough to be able to say if that might be an issue or not. |
|
#5
|
|||
|
|||
|
Quote:
You are not right. Before exporting mesh to 3D engine you have to triangulate it. |
|
#6
|
||||
|
||||
|
What do you mean by this, Gups? Isn't a cylinder just a truncated cone?
|
|
#7
|
||||
|
||||
|
Quote:
In doing the KV-2 turret, I noticed that the tripwire cannons aren't cylinder bores, but rather conical ones.. so that was part of the revision I did. Of course if you aren't doing it for low-poly in-game, then you can use whatever you want ;] |
|
#8
|
|||
|
|||
|
I can't make out what the 'back of the wheel' diagram is illustrating. Anyone want to help me out?
|
|
#9
|
||||
|
||||
|
left(top and botton) = old
right = new top = standard bottom = triangulated Its to emphsize how many triangles you save imo. |
|
#10
|
|||
|
|||
|
Quote:
|
|
#11
|
|||
|
|||
|
Quote:
|
|
#12
|
|||
|
|||
|
Gah! I suddenly see it - the nice pie-like arrangement of triangles. Thanks Worluk.
|
![]() |
| Bookmarks |
| Thread Tools | |
| Display Modes | |
|
|