Boeing 787 - 8

Boeing 787-8

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051a03
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Postby 051a03 » Sat Apr 30, 2011 2:36 am

Nice model but if I can give you a tip, it's not necessary to make 3D portholes, especially for this kind of airplane, without any 3D interior (except the cockpit I guess) and also, for MM2. With a good texture, nobody will see the difference between full 3D or a good texture. The three other reasons are simple, you save a lot of polygons, you keep best normals even if the current 3D model isn't so bad at all and finally, it's more simple to work in this way, to be honest.
thx for you comments :)
my idea is when i make the texture ,i don't want to do the windows.

when i finish it i would like to make two model and enter mm2 to view the effect then we discuss+decide which one is better :)

is it me or those wings are a bit longer?
o

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051a03
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Postby 051a03 » Sun Jun 19, 2011 7:11 am

long time no see :)

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By steven_03 at 2011-06-18
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By steven_03 at 2011-06-18

the plane will be released after 23/6

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StanOfGB
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Postby StanOfGB » Sun Jun 19, 2011 4:37 pm

Looks great, nice wiper work.

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Franch88
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Postby Franch88 » Sun Jun 19, 2011 7:58 pm

Great work, very nice details. A bit exaggerated, but very nice feature have the animated wipers in-game. :)
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Sido
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Postby Sido » Sun Jun 19, 2011 8:00 pm

It looks beutiful. :)

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Postby Triple_X » Mon Jun 20, 2011 4:53 pm

cool :o can you make the motors animated too ??? that would be awesomeness
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051a03
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Postby 051a03 » Mon Jun 20, 2011 8:31 pm

cool :o can you make the motors animated too ??? that would be awesomeness
IS THIS?
Image

but now i have a problem
it can't run in game/-"
finding the wrong thing now...

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Franch88
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Postby Franch88 » Mon Jun 20, 2011 8:38 pm

The engines propellers are already made as animated, you can see the transparent parts made to have the animation in-game, nice.

For the not working in-game, is possible that's because of the too much detailed model, how many vertices has the BODY_H object? It hasn't to exceed the 55000 vertices, otherwise a crash in-game is unavoidable. If the entire model has more than 100000 polygons is highly possible get game crashes when playing it on detailed cities like SF and London with more the traffic cars and the pedestrians, gets too much to manage by the game.
Also, don't make the LOD copies of body and wheels (like the _M or _L ones), if you've done this, for a such high polygons model is really too much.
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Postby Triple_X » Mon Jun 20, 2011 8:38 pm

maybe too much polys ? or did you made that .movie file in the tune folder ?
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051a03
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Postby 051a03 » Tue Jun 21, 2011 6:07 am

here is the file
link: https://www.sendspace.com/file/fn4788

new link:https://www.sendspace.com/file/nnq1a8


hope you can find and solve the problem...
thx~


P.S.
i just want to run in game... :cry:

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051a03
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Postby 051a03 » Wed Jun 22, 2011 11:42 am

plx help me :roll: :cry:

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Postby Franch88 » Wed Jun 22, 2011 8:14 pm

I've checked the file, extracted the .pkg file in the .ar file just to import it in ZModeler to see the model, and is how I've said: the BODY_H object has more than 55000 vertices (they're a little more than 61000). Good thing have already splitted a part of the airplane as breakable object, you just have to continue with doing this in way to have less than 55000 vertices for the BODY_H object. At the end, it should work in-game, and obviously the vehicle has to be not damageable.
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051a03
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Postby 051a03 » Tue Jul 05, 2011 4:59 am

Finally solved the problem..../.\:cry:
the problem is the face can not over 20,000 each mapping material

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By steven_03 at 2011-07-04
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By steven_03 at 2011-07-04

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Replace the tex of body and gear...


update..
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By steven_03 at 2011-07-05
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By steven_03 at 2011-07-05
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By steven_03 at 2011-07-05

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nitro101
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Postby nitro101 » Wed Jul 06, 2011 11:16 pm

relay nice plane!

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Postby Franch88 » Wed Jul 06, 2011 11:25 pm

Great look in-game for this plane, good to have solved the problem.

Don't know if there's really a limit of 20000 polygons that can be assigned to each material, but for first thing the problem with this model was the too much high vertices number of the BODY_H object.
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