Quote:
Originally Posted by EJGr.Ost_Caspar
There is. Since the kind of modding is, that you have everything in an open structure, you will just to download the mods, open the packages and see, how many mesh files there are or how big the texture are.
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So, what's a good number?
When downloading 3d files in other formats and playing around with 3d stuff on my own, it seems like ~1 M is about right for just a reasonably detailed vehicle model. Perhaps double that for textures and animation info. Is that too much?
Quote:
Originally Posted by EJGr.Ost_Caspar
The "IL2 Bible" is indeed still actual, if it comes to modeling for 1CMaddox standard (which is also DTs standard).
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Could be updated to better explain:
1) Limitations of NG agreements and restrictions of 1C contract.
2) How to produce ground objects. (There is a mod guide to doing this, which is decent.)
3) How to produce ships (AFAIK, there's no guide for that).
4) How to produce maps. (There are some good mod guides, but it would be nice to have an official explanation.)
Quote:
Originally Posted by EJGr.Ost_Caspar
Higher standards or technologies are just good to help poorly skilled modeling freshmen.
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Removing every extraneous vertex you can is just good modeling practice.
But, since you mention it, I think there are some modeling tools which weren't available in 2003. A revised IL2 Modeling Bible could explain which modern techniques aren't acceptable. (For example, sub-surface smoothing modifiers can make a model look really good, but they also vastly increase the number of polygons.)