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Modeling for ARMA 2

breyz
polycounter lvl 12
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breyz polycounter lvl 12
Anyone who has experience making stuff for this engine?

I'd like to know your insights if you have any, regarding specifications for models, UV maps, and setting up materials. And how to get scale and dimensions right. I'm also wondering how I should approach foliage, how to get the best result in the game. I'd experiment, but right now I haven't even managed to get my models mapped (need to understand rvmats first).

Well, if you have any findings you could post, thanks.

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  • praetus
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    praetus interpolator
    This is a pretty vague question. Most your answers can be found on the Bohemia Interactive's wiki site. When it comes to modeling for this engine it is exactly the same as any other engine. The big thing is finding answers regarding the RVMATs which can be found here.

    I use Soul Assasins tools for 3DS Max for help with model creation. They can be found here
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