
3D Objects Rules and Limitations
#1
Posted 30 June 2010 - 02:57
Question please,
What is the maximum polygon limit for a Ground object , lets say a CASTLE or Fortification
No Damage model just a static object
Anyone ?
#2
Posted 30 June 2010 - 09:24
Polygon count for stand alone buildings/groung objects is 1000-1200 for LOD0. For undamaged objects only 1 mesh (editable poly) object in scene is allowed. This object has to be textured with single diffuse texture 512*512.
#4
Posted 30 June 2010 - 13:38

Thank you

All 3D models has to be created in 3DMax v.8(SP1/2/3) ONLY!
Polygon count for stand alone buildings/groung objects is 1000-1200 for LOD0. For undamaged objects only 1 mesh (editable poly) object in scene is allowed. This object has to be textured with single diffuse texture 512*512.
I will play with a small idea and show screenshot , for approval
Best Regards
Tony
#5
Posted 30 June 2010 - 14:49

#6
Posted 30 June 2010 - 15:15

Thank you for your reply Gapmaker!
#7
Posted 30 June 2010 - 18:55
#8
Posted 01 July 2010 - 22:37
Question time please
ProBoolean modifier Yes or no no

Mirror Modifier for making Wings yes or no no

Example of ground object below , is this allowed in rise of flight = ProBoolean one object out of the original mesh

Can i "ATTACH" 2 meshes to create 1 editable mesh

End result is one editable mesh

Also ,
I have made some items for rise of flight in 3D max stiudios 2009 and 2010 version Zeppelin's, hanriot hd1 aircraft etc , can these items be IMPORTED to 3ds.files or OBJ. files then opened in Max studios 8 and SAVED again as .max file format ….
I ask to save time making models in wrong version , i realise that max.files from 2009 & 2010 can not be opened in max 2008 version , but they can be imported
Is this okay for Rise of Flight , or should i start again or import and then use as template to create fast copy.
Your advise very welcome
This is all just a learning curve.
Best Regards
Tony
#9
Posted 02 July 2010 - 05:16
When You create Your scene You can use any modifyers, scripts or plug-ins You'd like. But before export scene from 3DMax to mgm format (mgm is an inner ROF 3D models format), You HAVE to collaps modifyers stack and convert Your objects in editable poly or editable mesh. Be careful when using Boolean modifyers - sometimes it creates wrong vertexes or polygons. Also, You have to assign smoothing groups on all objects in scene, in other case mgm-converter will set Smoothing Group 1 on all unassigned polygons.
You can proceed 3DMax10 - 3DMax8 export/import operation through the obj format with out any doubt. Don't forget to check object mapping after import obj in 3DMax8.
BRGDS,
Mikhail "Gapmaker"
#10
Posted 02 July 2010 - 05:27
GapMakeryou are GOD !
I thought it was Clapton

#11
Posted 02 July 2010 - 10:10

Mikhail do you have a how-to tutorial to build Rise of Flight objects that you can share please?
You can proceed 3DMax10 - 3DMax8 export/import operation through the obj format with out any doubt
Excellent thanks Mikhail!
Ming
#12
Posted 15 July 2010 - 18:38
There you go Wolfy
Mikhail do you have a how-to tutorial to build Rise of Flight objects that you can share please?
You can proceed 3DMax10 - 3DMax8 export/import operation through the obj format with out any doubt
Excellent thanks Mikhail!
Ming
Ming,
Any release of any document regarding 3D model making has to go through me first. We are investigating what can be done for the community.
Mikhail I will be in touch.
Jason
#13
Posted 15 July 2010 - 20:19

#14
Posted 31 July 2010 - 18:32
GapMakeryou are GOD !
I thought it was Clapton
I thought it was Odin?

#15
Posted 31 July 2010 - 19:08

#16
Posted 16 March 2011 - 07:27
In advance thanks for the answer.
#17
Posted 16 March 2011 - 09:23
Lower lods can be made from that model.
It would be great if some members of the community could make new ground objects as they are sorely needed and they should be the easiest to make. I'm thinking new castles, churches, town halls, fortifications, towers but also small stuff: carts, boxes, sand bags etc.
Reading gapmakers posts it should be pretty straightforward: static meshes with smooting groups in 3ds max 8 format using 512x512 texture.
#18
Posted 16 March 2011 - 11:52
With full specifications I mean. All information issuing in dribs and drabs, hints and tips is useful but a central and official 777 Studios how-to document will of course be ideal.
Ming
#19
Posted 16 March 2011 - 13:06
We should start with some typical WW1 landmarks. So any takers for:
-Ruined abbey near Mont Saint Eloi (http://arras-france....int-eloi-abbey/" onclick="window.open(this.href);return false;">http://arras-france....int-eloi-abbey/)
-Fortifications near Verdun (http://en.wikipedia..../Fort_Douaumont" onclick="window.open(this.href);return false;">http://en.wikipedia..../Fort_Douaumont)
-Beloeil Castle (http://www.chateaudebeloeil.com" onclick="window.open(this.href);return false;">http://www.chateaudebeloeil.com)
-Sedan Castle (http://en.wikipedia....Sedan,_Ardennes" onclick="window.open(this.href);return false;">http://en.wikipedia....Sedan,_Ardennes)
etc.!
#20
Posted 16 March 2011 - 19:00
I'm noting that there is a dot-object option-
You can proceed 3DMax10 - 3DMax8 export/import operation through the obj formatSo those of us using Softimage and other applications (TrueSpace et al) can plug in our offerings in that universal object format
Ming.obj
#21
Posted 16 March 2011 - 19:30
It would be nice to cater for the mission makers, they are the important.
0 user(s) are reading this topic
0 members, 0 guests, 0 anonymous users