Everything posted by flwpheonix
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enb2019_1_22_13_01_06.jpg
From the album: WIP
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enb2019_1_22_13_00_54.jpg
From the album: WIP
- enb2019_1_22_13_00_24.jpg
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enb2019_1_22_12_36_47.jpg
From the album: WIP
- enb2019_1_22_12_27_54.jpg
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enb2019_1_21_17_42_20.jpg
From the album: WIP
- enb2019_1_21_17_41_43
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enb2019_1_21_17_41_01
From the album: WIP
Showing off cruise lights with hybrid system -
enb2019_1_20_00_23_02.jpg
From the album: WIP
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enb2019_1_20_00_21_51.jpg
From the album: WIP
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enb2019_1_20_00_21_44.jpg
From the album: WIP
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enb2019_1_19_19_14_21.jpg
From the album: WIP
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enb2019_1_17_13_23_50
From the album: WIP
Second FMPD Vic has started.... -
enb2019_1_17_13_23_22
From the album: WIP
Second FMPD Vic has started.... -
enb2019_1_17_02_26_18
From the album: WIP
So I couldn't find a light ID that I liked so I made my own. I went and took a picture of my truck with the headlights on , and started picking colors off the photo. This is what I came up with... Looks almost like my photo. 9007 lightbulb. -
enb2019_1_17_02_26_07
From the album: WIP
So I couldn't find a light ID that I liked so I made my own. I went and took a picture of my truck with the headlights on , and started picking colors off the photo. This is what I came up with... Looks almost like my photo. 9007 lightbulb. -
enb2019_1_16_19_58_57.jpg
From the album: WIP
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enb2019_1_16_19_58_52.jpg
From the album: WIP
- enb2019_1_16_19_58_40.jpg
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jpeg4
From the album: WIP
Toughbook almost complete -
Add Poly Count to Vehicle Models Filters
Like the other guys have said, poly count really doesn't have an effect on performance. The biggest performance killer is going to be as @Sniper296 stated, textures. But also the amount of materials and textures used in the vehicle. They use multiple materials, that use the same detail texture, but use different specular textures, and such. This can be avoided by using 1 specular map texture, that has multiple specular colors on it. This also applies to the normal (bump) map. The other issue is that each piece of equipment has it's own set of textures, and own set of materials (sometimes duplicating). Here is an example of a vehicle's equipment being optimized. These are the parts that I have in my Crown Vic. Now my CVPI has a spotlight, camera, radio, and siren controller, along with the center console and stand. Each part, if not optimized would have it's own texture, own specular color (most times multiple materials for different spec maps) etc. Instead, I use only 3 materials. One for the normal textures, one for the glass on the spotlight, and one for the emissives. BUT....all three use the same exact texture. Doing it this way eases the load on the GPU and it doesn't have to search in it's memory for the texture, and try to remember which material it goes to.
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Whelen Fast Trax
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enb2019_1_15_19_44_27.jpg
From the album: WIP
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enb2019_1_15_19_44_20.jpg
From the album: WIP
- enb2019_1_15_19_44_08.jpg