arma:modeling
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arma:modeling [2011/07/03 18:26] – added uv_unwrap_tutorial link. snakeman | arma:modeling [2024/08/01 10:16] (current) – links added. snakeman | ||
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- | ====== 3D Modeling in ArmA ====== | + | ====== 3D Modeling in ArmA 1 ====== |
- | The Armed Assault 3D modeling. | + | [[https:// |
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+ | **ArmA 1** aka Armed Assault | ||
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+ | The ArmA 1 3D modeling. | ||
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One rules is that the amount of texture used per model, you can not have 70 or 80 textures for a tank model, ArmA has come a long way and mass importing of unoptimized addons would set us all back years. | One rules is that the amount of texture used per model, you can not have 70 or 80 textures for a tank model, ArmA has come a long way and mass importing of unoptimized addons would set us all back years. | ||
- | **Ebud** said in BIS forum: The weapons are nice, but don't have proper LODs for ARMA. They' | + | **Ebud** said in bis forum: The weapons are nice, but don't have proper LODs for ARMA. They' |
- | **Skaven** said in BIS forum: All LODs modeled down, so it means the plain texture is over, I will wright a tutorial later explaining how I did it, basically I used p2m tool, [[http:// | + | **Skaven** said in bis forum: All LODs modeled down, so it means the plain texture is over, I will wright a tutorial later explaining how I did it, basically I used p2m tool, [[http:// |
About texture merge: I've been checking your textures carefully and I think probably just one 2048x2048 file will do for all the tank however, if you decide to do merge them you should do it in steps and not all at the same time since you have two problems, 1 there are away too many texture files and 2 they have many different sizes. If you decide to merge them I think you should merge them by groups (sizes) first and than in the end join all of them. | About texture merge: I've been checking your textures carefully and I think probably just one 2048x2048 file will do for all the tank however, if you decide to do merge them you should do it in steps and not all at the same time since you have two problems, 1 there are away too many texture files and 2 they have many different sizes. If you decide to merge them I think you should merge them by groups (sizes) first and than in the end join all of them. | ||
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Once you normal map 1 or 2 models the rest is all the same you may increase or decrease the filter effect darken or lighter some spots but in reality it's really really easy, merging textures is also a piece of cake some code and a larger photoshop texture file is all you need in here. | Once you normal map 1 or 2 models the rest is all the same you may increase or decrease the filter effect darken or lighter some spots but in reality it's really really easy, merging textures is also a piece of cake some code and a larger photoshop texture file is all you need in here. | ||
- | **Solus** with XMS/ | + | **Solus** with XMS/Beretta example weapons release: The XMS has a simulation of a red dot sight and both have animated triggers, magazines, and bolt/slide. Both weapons have normal maps, specular maps, and detail maps and have shadow volume LODs. |
- | **Armored_Sheep** (BIS dev) about pilot proxy: Triangle that is placed in the model and represents the position of animated character is always relative to specific animation. Animations (RTM file, animation state) are defined in config. RTM files can be made in Oxygen using simple " | + | **Armored_Sheep** (bis dev) about pilot proxy: Triangle that is placed in the model and represents the position of animated character is always relative to specific animation. Animations (RTM file, animation state) are defined in config. RTM files can be made in Oxygen using simple " |
- | **Armored_Sheep** (BIS dev) about suspension/ | + | **Armored_Sheep** (bis dev) about suspension/ |
//Error: Warning: < | //Error: Warning: < | ||
- | **Armored_Sheep** (BIS dev): Engine calculates Tangent space for each face. It is needed for Normal maps shading. This warning message is logged for each face that has mapping (UV coordinates) and orientation of normals that cannot be used for this calculation. If you don’t use normal map on reported faces you don’t have to bother with those warnings. | + | **Armored_Sheep** (bis dev): Engine calculates Tangent space for each face. It is needed for Normal maps shading. This warning message is logged for each face that has mapping (UV coordinates) and orientation of normals that cannot be used for this calculation. If you don’t use normal map on reported faces you don’t have to bother with those warnings. |
Characters that are scope private (are not present in editor) don’t have full functionality as regular models. | Characters that are scope private (are not present in editor) don’t have full functionality as regular models. | ||
- | **[APS]Gnat** in BIS forums: Tip for bombs and missiles, when you make bomb and missile 3d models, give the GEO lod some weight (in KGs) but do not do Structure -> Topology -> Find Components. ie defining " | + | **[APS]Gnat** in bis forums: Tip for bombs and missiles, when you make bomb and missile 3d models, give the GEO lod some weight (in KGs) but do not do Structure -> Topology -> Find Components. ie defining " |
The "Find Components" | The "Find Components" | ||
- | **Armored_Sheep** (BIS Dev): ArmA engine does autocentering. The center of object in game is than affected by all vertices and all lods the p3d has. For proxies, such as weapons we use property Autocenter to prevent this. But be aware that if you place your model (for example building or car) far away off the 0.0.0 point in O2 and disable autocentering, | + | **Armored_Sheep** (bis Dev): ArmA engine does autocentering. The center of object in game is than affected by all vertices and all lods the p3d has. For proxies, such as weapons we use property Autocenter to prevent this. But be aware that if you place your model (for example building or car) far away off the 0.0.0 point in O2 and disable autocentering, |
Binarisation does the autocentering automatically for all objects except the ones with autocenter=0 property in geometry. Don't use autocenter=0, | Binarisation does the autocentering automatically for all objects except the ones with autocenter=0 property in geometry. Don't use autocenter=0, | ||
- | **Armored_Sheep (BIS Dev)**: Strange convex can be that it has no volume, probably it is double sided plane. | + | **Armored_Sheep (bis Dev)**: Strange convex can be that it has no volume, probably it is double sided plane. |
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- | ====== | + | ====== |
- | BIS Example MLOD models was released with the official tools, read our analysis of them [[arma: | + | bis Example MLOD models was released with the official tools, read our analysis of them [[arma: |
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====== Proxy ====== | ====== Proxy ====== | ||
- | Proxys on the BIS vehicles is listed [[arma: | + | Proxys on the bis vehicles is listed [[arma: |
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ST error on [[arma: | ST error on [[arma: | ||
- | **Suma (BIS Dev)**: it is caused by p3d which was not binarized. ST coordinates are needed for normal maps. Normally it is Binarize which computes them. With non-binarized model they must be created by the game, which is slow. | + | **Suma (bis Dev)**: it is caused by p3d which was not binarized. ST coordinates are needed for normal maps. Normally it is Binarize which computes them. With non-binarized model they must be created by the game, which is slow. |
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====== Low Resolution LOD ====== | ====== Low Resolution LOD ====== | ||
- | Description what is and why is low resolution LODs so important in a model. Read [[arma: | + | Description what is and why is low resolution LODs so important in a model. Read [[arma: |
====== How to create low res LOD ====== | ====== How to create low res LOD ====== | ||
- | How to create low resolution LODs, read about it [[arma: | + | How to create low resolution LODs, read about it [[arma: |
====== UV unwrap tutorial ====== | ====== UV unwrap tutorial ====== | ||
- | Quick UV unwrap tutorial [[arma: | + | Quick UV unwrap tutorial [[arma: |
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+ | ====== O2 Propertys ====== | ||
+ | |||
+ | List of few [[arma: |
arma/modeling.1309717565.txt.gz · Last modified: 2011/07/03 18:26 (external edit)