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August 26, 2025, 10:48:52 PM

A try at modelling - WIP

Started by h106frp, January 03, 2016, 11:15:39 PM

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h106frp

If you notice the camera spin at the end of the clip, camera looking down at the bike and only a bit of tarmac the frame rate is max, as the camera spins and the wider track area is in view it drops down to about 130, I dont know anything about track optimization though.
I will eventually add a couple of LODS for the bike though as i imagine this helps a lot with other bikes on track.

Do track object models support LODS?

Hawk

Quote from: h106frp on April 10, 2016, 11:48:42 PM
If you notice the camera spin at the end of the clip, camera looking down at the bike and only a bit of tarmac the frame rate is max, as the camera spins and the wider track area is in view it drops down to about 130, I dont know anything about track optimization though.
I will eventually add a couple of LODS for the bike though as i imagine this helps a lot with other bikes on track.

Do track object models support LODS?

As far as I know GPB doesn't yet support LOD for tracks unless it's got it incorporated to do it automatically, which is not beyond the realms of possibility.

So your not happy at a 130fps? What FPS are you expecting? It should run perfectly okay at 130FPS..... What are other bikes FPS in the same spot? That would be an interesting experiment.  ;D

Hawk.

h106frp

No, quite happy with 130fps  ;) and this is on a nicely detailed track as well.

Blackheart

Mate what is your poly count? Mine is about 45k for the full 3p bike

h106frp

Quote from: Blackheart on April 11, 2016, 12:16:33 PM
Mate what is your poly count? Mine is about 45k for the full 3p bike

This was a bit of an experiment using the 1P model items (steer and chasis) and texturing in the 3P model so the count is high. Not sure exactly but probably 70K, the original 3P model is around 46k.

Its not the most accurate or scientific test as i really need other bikes on track to test the impact but i have noticed that the different views as you move around the track seem to have a much bigger impact on frame rate than the individual bike model.

Maybe i will suggest to Nick that we could try a FPS trial on his server as more bikes join compared to a solo lap of the track, it would be interesting to know how much load it generates graphically.

Blackheart

Quote from: h106frp on April 11, 2016, 12:34:24 PM
Maybe i will suggest to Nick that we could try a FPS trial on his server as more bikes join compared to a solo lap of the track, it would be interesting to know how much load it generates graphically.

Yes this is a very good idea, we must keep in mind that the framerate will drop with the rest of textures and shaders applied (tyres,
exhaust, etc...)

HornetMaX

Quote from: h106frp on April 11, 2016, 12:34:24 PM
Its not the most accurate or scientific test as i really need other bikes on track to test the impact but i have noticed that the different views as you move around the track seem to have a much bigger impact on frame rate than the individual bike model.
I'd speculate the 3d grass is responsible of that (at least partially).

Blackheart

Quote from: HornetMaX on April 11, 2016, 12:47:35 PM
Quote from: h106frp on April 11, 2016, 12:34:24 PM
Its not the most accurate or scientific test as i really need other bikes on track to test the impact but i have noticed that the different views as you move around the track seem to have a much bigger impact on frame rate than the individual bike model.
I'd speculate the 3d grass is responsible of that (at least partially).

With my test for the real mirrors, I noticed that the 3d grass had a strange huge effect on performance (although Piboso has not clarified how to properly operate the mirrors)

h106frp

Progressing slowly with texturing and still a lot to do. Looks lovely in game  :)







Will need some advice with the chain and tyre texturing though  ???


doubledragoncc

April 15, 2016, 12:49:21 AM #129 Last Edit: April 15, 2016, 12:51:19 AM by doubledragoncc
Looks absolutely stunning H

I really cant wait to be able to ride it in ANY state lol: God it is sooooooooo sexy

DD
GPBOC Live Streams: https://www.youtube.com/c/IASystemsComputerControls; i7 12700K 5.1GHz Z690 ASUS Strix Z690-A Mobo 32GB 3600MHz DDR4 RAM ASUS Strix RTX3080 OC 10GB DDR6X ASUS Ryujin 360 AOI Cooler ROG Thor 1200w PSU in ROG Helios Tower Case.

Warlock


HornetMaX

This has a chance of becoming THE reference bike (in terms of 3d modelling).
I am sure that if you could write down in a document all that you've learnt in the process (except pure 3d modelling skills, of course) it would become an instant classic amongst modders.

Reactive

Quote from: h106frp on April 15, 2016, 12:02:31 AM
Will need some advice with the chain and tyre texturing though  ???
I recommend to use UVLayout for it. Write me PM
Excuse my English, its not my native.
Ryzen7 1800x / Aorus GA-AX370 Gaming K7 / Hynix 16Gb x2 2993MHz / Samsung 960PRO 512 M.2 / nVidia GTX1060 6Gb / Windows 10 pro x64

Blackheart

Very nice!  :D

A question; your front brake disks are with "real holes" or with a black/white mask for to simulate the effect, I use this system to save polygons.

h106frp

April 15, 2016, 08:47:29 AM #134 Last Edit: April 15, 2016, 08:51:31 AM by h106frp
The brake 'discs' are still to do and i will try using the alpha channel for the detail of the vent holes first as modelling them would be geometry heavy. The rotors, disc, bolts and bobbins are full 3D models, with a bit of care the poly count can be quite low and I decided that even simple model parts with fairly coarse geometry look better than flat and painted and as i am bad at the arty painting stuff it make it easier for me to do the texturing  ;)


@reactive, thanks for the offer - i will be in contact. The chain is a total mystery, for the tyres i am guessing it has a single sidewall texture but wondering if i should map the entire tyre circumference as a texture or is it tiled in segments?