these treads are made of one single module that is instanced around. but the problem is that i get way to much tris in the end because i need about 120 of them.
I would say use as much as needed to make it look good, and hide angularity. It can be anywhere between 20 and even 100k in a next gen game. But thats a professionally made next gen game. Just use as much as needed.
i tested it out. when i reduce it with one single object the polycounts is getting way to high. i get for all tread elements about 70k only. thats not good.
i decided to bake the whole tread on a box but i got some issues with the bake. maybe you guys can help me out to get a better result.
the highpoly is the same you see on the picutures above.
here is the lp the normal map and the baked result from xnormal:
Bake just a short section and map bits to that.
Although, ideally you should probably make it a separate tiling texture so it can be animated by offsetting the UV.
I would rather just bake a straight version of it that tiles on the long axis and do offsetting for the animations and all that. Also get a few more polys on the lowpoly and have it match more closely the original highpoly!
i used a box for one single object with a little bit more geometry but it looks more worst then the big one i posted before.
now i tested it with a lp version of one single peace but the polycount is still too high as you can see on the following pictures. the results would be cool but you need to know that i need abou 60 pieces per side.
the tank has abou 14k tris without the treads. but only the treads in the way i show you would have about 58k.
i really dont know how to do it right. maybe you guys can give me an example. it would help me really!
In times like this, usually it's best to simplify the design of the highpoly so that your lowpoly can use less geometry. Is it important that each tread is modeled accurately to reference? What does the real world tread look like?
You're right maybe i've to think about the design but i kept it kind of straitght to the original. here you can see a picute of the treads. the point is there are not only at the sides they are even as "backup" at the front.
The world of tanks models use tiling lowpoly pieces for the treads. It looks like each tread section is really low poly and I would imagine that these are expensive to animate: https://www.artstation.com/artwork/is3-world-of-tanks
A tiling strip on a second texture sheet that you scroll is how I have always done it.
Replies
This is about a weapon, but he is mentioning the important general rules:
http://www.polycount.com/forum/showthread.php?t=154493
i decided to bake the whole tread on a box but i got some issues with the bake. maybe you guys can help me out to get a better result.
the highpoly is the same you see on the picutures above.
here is the lp the normal map and the baked result from xnormal:
i hope you can give me some advices.
thanks
Also: You can make a few seam along the track for better UVs. And why is your LP so huge compared to HP?
Although, ideally you should probably make it a separate tiling texture so it can be animated by offsetting the UV.
now i tested it with a lp version of one single peace but the polycount is still too high as you can see on the following pictures. the results would be cool but you need to know that i need abou 60 pieces per side.
the tank has abou 14k tris without the treads. but only the treads in the way i show you would have about 58k.
i really dont know how to do it right. maybe you guys can give me an example. it would help me really!
depending on this what would you guys do and how?
https://www.artstation.com/artwork/is3-world-of-tanks
A tiling strip on a second texture sheet that you scroll is how I have always done it.