VSN_Razor Posted February 2, 2018 Posted February 2, 2018 Does anyone know what the poly count for every aircraft is and the cockpit?
Finkeren Posted February 2, 2018 Posted February 2, 2018 Wait a minute. Let me count. 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14..... 1
-TBC-AeroAce Posted February 2, 2018 Posted February 2, 2018 (edited) Im sure you could not find this out unless u had access to the pre-compiled/pre-encoded geometry files. If the geometry files are readable which I doubt they are there will be a line in there that states the count but good luck with that Edited February 2, 2018 by AeroAce
TP_Silk Posted February 2, 2018 Posted February 2, 2018 POLLY!!! WAKEY WAKEY POLLY!!! https://www.youtube.com/watch?v=4vuW6tQ0218
OrLoK Posted February 2, 2018 Posted February 2, 2018 52? Dont be silly. Its at least 60. Interesting question though. OP, may I ask why you are asking?
Danziger Posted February 2, 2018 Posted February 2, 2018 Oh. Is there not a prize for the correct guess?
Finkeren Posted February 2, 2018 Posted February 2, 2018 Im sure you could not find this out unless u had access to the pre-compiled/pre-encoded geometry files For the external models you probably could actually. The templates for the skins have a wire frame layer that maps out every polygon of the external model. Then you'd just need a practical way to count them out.
-TBC-AeroAce Posted February 2, 2018 Posted February 2, 2018 (edited) For the external models you probably could actually. The templates for the skins have a wire frame layer that maps out every polygon of the external model. Then you'd just need a practical way to count them out. I do CAD work and it is normally in the first/last couple of lines of the raw geometry text file something like: x# vertexes, x# lines, x# surfaces, x# volumes(pollys) followed by all the vertex coordinates: 1(x,y,z) 2(x,y,z) 3(x,y,z) n(x,y,z) Edited February 2, 2018 by AeroAce
A_radek Posted February 2, 2018 Posted February 2, 2018 (edited) Sounds like a good idea for an optional modification, then. For the old il2 they were around 2k triangles. That number went up with time. If I remember correctly the c200 was around 2300 (I made it) For these It's very hard to say even for those working with this, but I'd guess around 10k for externals without hires cockpit. Edited February 2, 2018 by a_radek
VSN_Razor Posted February 2, 2018 Author Posted February 2, 2018 Dont be silly. Its at least 60. Interesting question though. OP, may I ask why you are asking? I'm interested in modelling and already working on some. Now that we might get the SDK, I'd like to know what is a good poly count to aim for. Also, when we get the Battle of Bodenplatte, I can... you know... compare the model from IL-2 with the model from the other sim. 1
AndyJWest Posted February 2, 2018 Posted February 2, 2018 I'm interested in modelling and already working on some. Now that we might get the SDK, I'd like to know what is a good poly count to aim for. Also, when we get the Battle of Bodenplatte, I can... you know... compare the model from IL-2 with the model from the other sim. I think you've misunderstood something. The developers have made it clear they won't allow aircraft mods.
THERION Posted February 2, 2018 Posted February 2, 2018 IIRC the poly count for IL2-1946 was around 2500-3500 depending on the plane and the number of crew positions. I think we might have even more poly in IL2-BOX.
Jade_Monkey Posted February 2, 2018 Posted February 2, 2018 (edited) Contact Jason. Im sure he will be glad to hear you are interested. I think it will be easier if you model ground units, airfields and static objects inatead of fully flyable planes. They probably wont open up their FM tech to anyone. Edited February 2, 2018 by Jade_Monkey 1
VSN_Razor Posted February 2, 2018 Author Posted February 2, 2018 I think you've misunderstood something. The developers have made it clear they won't allow aircraft mods. Ah, okay. Thanks for clarifying. Contact Jason. Im sure he will be glad to hear you are interested. I think it will be easier of you model ground units, airfields and static objects inatead of fully flyable planes. They probably wont open up their FM tech to anyone. Okay, thanks for the tipp.
Field-Ops Posted February 3, 2018 Posted February 3, 2018 Jason has said he really wants a modeler for all other things than planes. But he cant get anyone to really commit to it. The planes I can understand as an FM has to go into it. Ground objects are either static with animations or mobile and stuck to the ground. Many of the ground units in game came from free-lance modelers.
sparty72 Posted February 3, 2018 Posted February 3, 2018 Jason has said he really wants a modeler for all other things than planes. But he cant get anyone to really commit to it. The planes I can understand as an FM has to go into it. Ground objects are either static with animations or mobile and stuck to the ground. Many of the ground units in game came from free-lance modelers. Sorry, Not true, i offered my services, was offered something (NOT FLYING) and then nothing heard again. I understand how busy and complicated this game is but when i watched Jasons live interview where he stated the inhouse 3d modellors had no time to train people up especially as they certainly had no time for non Russian speaking as it would just take to long to get new guys up to speed and also language i understood that really its not up to Jason persee to give out work, but as to whether you can simply mesh into the machine quickly and smoothly enough, fair enough but a simple we changed our minds Thank You would have been sufficient than a blank wall response!
Herne Posted February 3, 2018 Posted February 3, 2018 (edited) Jason has said he really wants a modeler for all other things than planes. But he cant get anyone to really commit to it. The planes I can understand as an FM has to go into it. Ground objects are either static with animations or mobile and stuck to the ground. Many of the ground units in game came from free-lance modelers. https://forum.il2sturmovik.com/forum/108-jobs-contractors-and-content-creators/ Edit: looks like talented tank and ship modellers would be most welcome. Edited February 3, 2018 by =FEW=Herne 1
OrLoK Posted February 3, 2018 Posted February 3, 2018 Id continue to model and make a small gallery devoted to one's IL2 "work". Link it in a sig and if the devs want to look at your work closer they'll contact you. This happened to me and BI and the DAYZ team. 2
Art-J Posted February 3, 2018 Posted February 3, 2018 (edited) IIRC the poly count for IL2-1946 was around 2500-3500 depending on the plane and the number of crew positions. I think we might have even more poly in IL2-BOX. I'd hazard a guess much, much more. In DCS 3 older warbird models are in 50k-60k range, Spitfire's being crazy exception, pushing closer to 150k if I recall correctly. BoX planes might have lower rez textures, but It seems to me, watching shots and vids, they're not much behind in 3D model fidelity department, so I wouldn't be surprised if they were at least 35-40k each. Edited February 3, 2018 by Art-J
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