I've been working with ArmA 2 as well - very nice to see it get all this (overdue) attention and I'd love to help in a Polycount collaboration. The pipeline isn't complex at all: Oxygen2 (the model editor) supports .3ds and .obj import and there is a 3dsmax toolbox that helps. Rigging (or lack of) is the only really…
Hey guys, I didn't update in a long time but I still kept working on my scene! I didn't think that the time put into posting every day was worth the small amount of feedback you guys were able to give me at such an early stage of my environment. Now, I finished my course but I'm still planning on polishing and finishing…
So with our DLC maps, I wanted to improve upon the LEGO set I built for the shipped game to get more mileage out of it while making it a little more efficient for memory and performance. Here are the base textures used to make all the man-made structures in the maps: Here are the high res models and textures for the…
It could be a combination of smoothing groups not being set up correctly, the low and high meshes not being placed quite tightly enough together, or a lack of geometry. Your low-poly cylinder isn't high-poly enough to properly capture the circle shape you have there. The artifacts you're seeing are the result of the normal…
You've got a great start to this project, I've got some ideas that might be worth trying out. The Cliffs: Couple things here. First, I've found that obj files handle well in scaling from low to high poly, I'm not sure about fbx models. It may be worth a shot to run some tests and see if the obj handles a little better.…
Mostly good advice, thanks for writing this up, and for sharing it! However a couple things I noticed... UV seams do not cause drawcalls. When the model uses more than one material... this is what causes additional draw calls. Edit... a draw call is when the game engine has to send a new set of vertices to the graphics…
The tractor is not completely done, but i'm also doing some additional props (the idea is to make it into a diorama scene , not a full env. but like a model with a base and some stuff around , then render a turntable ) For this 'jerry can' i used the node shader an controlmap method , but also 'traditional' painting and…
Material Meshes I decided to go for three materials (besides concrete plaster): metal plates, corrugated metal and wood. These materials will be meshes that are placed on top of each primitive after the distribution algorithm posted above. The meshes are quite low poly (around 1000 tris each) and each primitive only…
Inner Emotional State Character Guilt Monster Stage F Rigging, UVs and Map Baking. By this stage, the contest began to get really closer, so I began to combine different activies as suited best. The unwrapping of the uvs was pretty simple and straight forward, since the baking would be done transfering the high poly detail…
Well the thing is MoP I have developed/documented several pipelines in the companies I have worked for, and they have worked out fine:) What I will do is describe different approaches, because there is no one set way to do anything. Obviously it depends on the reqirements of each company. For example some companies used…