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Team Lead artist nodunit has revealed the shadowvolume mesh for the Fridge.

Another key stage completed and it makes the details really pop!

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FoxClubNiner

I find it fascinating to see behind the curtain on how video games are made. If possible I would love to read a few paragraphs on what I am looking at here from a technical and development perspective. In layman terms of course.

Savage Game Design

In the Arma engine shadows are not commonly cast using the high resolution visual details (a lod or level of detail is used to optimise details/ density of polys (textured faces) or geometric meshes (used in collision, AI line of sight, or impact and penetration computations). So here we are seeing the interior visual lod on the right, and the first resolution lod of the model (about 80,000 triangles) on the left, with the cast shadows coming from the unseen shadow lod (about 1,000 triangles). This lod means we don’t overtax the GPU when using complex vehicles. It is simpler to make a separate interior lod and exterior lod for vehicles but when you have large opening doors like the m113 or lvtp5 here you have to merge them into one massive higher poly model. Same goes for the shadow lods. It takes a master like nodunit (who made the shikra, the uss liberty and freedom, the f4, the uh-1’s, and now the fridge) to produce the highest quality results while keeping it optimized enough to run smoothly on lower end PCs.