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arma:modeling [2009-09-12 19:38]
snakeman added geometry_lod link.
arma:modeling [2015-08-22 01:41] (current)
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 ====== 3D Modeling in ArmA ====== ====== 3D Modeling in ArmA ======
  
-The Armed Assault 3D modeling, not a big topic to cover eh? :)+The Armed Assault 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'​re not actually modeled down and just go from a high poly model to a billboard rather than model down each lod by 50%, and billboards for far lods shouldn'​t be used anymore.+**Ebud** said in BIS forum: The weapons are nice, but don't have proper ​LODs for ARMA. They'​re not actually modeled down and just go from a high poly model to a billboard rather than model down each lod by 50%, and billboards for far LODs shouldn'​t be used anymore.
  
-**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://​www.sharecg.com/​v/​5169/​software-and-tools/​LithUnwrap---Free-UV-Mapper-for-Windows|LithUnwrap]],​ 3D Studio Max and [[http://​www.mootools.com/​plugins/​us/​polygoncruncher/​index.asp|polygon cruncher]] in terms of polys/faces it's more or less as BIS's values in most I even used less, basically, I made a 50% decrease of poly/faces per LOD. All weapons now use one texture only, I used the [[arma:​texturing:​merging_textures|merge textures]] feature in O2, it's actually very simple I may also wright a tutorial about it, although Jackal already wrote once some time ago.+**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://​www.sharecg.com/​v/​5169/​software-and-tools/​LithUnwrap---Free-UV-Mapper-for-Windows|LithUnwrap]],​ 3D Studio Max and [[http://​www.mootools.com/​plugins/​us/​polygoncruncher/​index.asp|polygon cruncher]] in terms of polys/faces it's more or less as BIS's values in most I even used less, basically, I made a 50% decrease of poly/faces per LOD. All weapons now use one texture only, I used the [[arma:​texturing:​merging_textures|merge textures]] feature in O2, it's actually very simple I may also wright a tutorial about it, although Jackal already wrote once some time ago.
  
 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/​Beretta ​[[http://​www.flashpoint1985.com/​cgi-bin/​ikonboard311/​ikonboard.cgi?​act=ST;​f=70;​t=62253|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.+**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 "​puppet"​ rigid model of character (no skinning). For ArmA we tried to use basic rule that the bottom point is where the character has main contact with floor or chair. With releasing Oxygene2 we plan to publish also example character and skeleton models. **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 "​puppet"​ rigid model of character (no skinning). For ArmA we tried to use basic rule that the bottom point is where the character has main contact with floor or chair. With releasing Oxygene2 we plan to publish also example character and skeleton models.
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 ====== Misc Stuff ====== ====== Misc Stuff ======
  
-In roads, bridges or for example Vietnam rice paddy trails, you need to add **geometry** LOD property name entry of **class = road** and **map = road** if you wish them to appear ​ingame ​map. Otherwise your terrain might look bit pale.+In roads, bridges or for example Vietnam rice paddy trails, you need to add **geometry** LOD property name entry of **class = road** and **map = road** if you wish them to appear ​in-game ​map. Otherwise your terrain might look bit pale.
  
 If you wish to use 50m x 50m forest/​bush/​canopy objects in ArmA, if you want to display them properly here is the scheme of map:\\ If you wish to use 50m x 50m forest/​bush/​canopy objects in ArmA, if you want to display them properly here is the scheme of map:\\
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 Vehicle wheels damage help located [[arma:​modeling:​damage_wheels|here]]. Vehicle wheels damage help located [[arma:​modeling:​damage_wheels|here]].
 +
  
 ====== Trigger Animation ====== ====== Trigger Animation ======
  
 Personal weapon trigger animation information can be found [[arma:​modeling:​trigger_animation|here]] Personal weapon trigger animation information can be found [[arma:​modeling:​trigger_animation|here]]
 +
 +
 +====== Machine gun belt animation ======
 +
 +Tutorial for [[arma:​modeling:​machine_gun_belt_animation|Machine gun belt animation]] by Skaven.
 +
 +
 +====== Static object animation ======
 +
 +Tutorial for [[arma:​modeling:​static_object_animation|Static object animation]]
  
  
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 **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.
 +
 +
 +====== Tutorial: Weapon Optimizing ======
 +
 +You can read [[arma:​modeling:​weapon_optimizing|tutorial of weapon optimizing]],​ which is also sort of development story at the same time. See step by step how to reduce point/poly count and sections in your weapon. This tutorial uses Synide'​s Move UV's method and Modo 302.
 +
 +
 +====== Low Resolution LOD ======
 +
 +Description what is and why is low resolution LODs so important in a model. Read [[arma:​modeling:​low_res_lod|Modeling Low RES LOD]].
 +
 +
 +====== How to create low res LOD ======
 +
 +How to create low resolution LODs, read about it [[arma:​modeling:​howto_make_lowres_lods|Howto Make Low RES LODs]].
 +
 +
 +====== UV unwrap tutorial ======
 +
 +Quick UV unwrap tutorial [[arma:​modeling:​uv_unwrap_tutorial|UV unwrap Tutorial]] and [[arma:​modeling:​uv_unwrap_tutorial2|UV unwrap tutorial 2]].
 +
 +
 +====== O2 Propertys ======
 +
 +List of few [[arma:​modeling:​oxygen-2-propertys|Oxygen 2 Propertys]] for models like fences, fortresses and tents.
arma/modeling.1252784327.txt.gz ยท Last modified: 2009-09-12 19:38 (external edit)