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arma:modeling [2011-07-03 18:26]
snakeman added uv_unwrap_tutorial link.
arma:modeling [2015-08-22 01:41] (current)
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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://​forums.bistudio.com/​showthread.php?​t=57124|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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 ====== Low Resolution LOD ====== ====== Low Resolution LOD ======
  
-Description what is and why is low resolution LODs so important in a model. Read [[arma:​modeling:​low_res_lod|here]].+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 res LOD ======
  
-How to create low resolution LODs, read about it [[arma:​modeling:​howto_make_lowres_lods|here]].+How to create low resolution LODs, read about it [[arma:​modeling:​howto_make_lowres_lods|Howto Make Low RES LODs]].
  
  
 ====== UV unwrap tutorial ====== ====== UV unwrap tutorial ======
  
-Quick UV unwrap tutorial [[arma:​modeling:​uv_unwrap_tutorial|here]] and [[arma:​modeling:​uv_unwrap_tutorial2|UV unwrap tutorial 2]].+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.1309717565.txt.gz · Last modified: 2011-07-03 18:26 (external edit)