[EDIT]
Finished
Hey guys,
Was in two minds whether to take part in this contest, but I couldn't resist! Figured it'd be an ideal opportunity to become accustomed to PBR too.
I'm going to be creating a heavily-modified, heavy-industrial forklift
Here's some of the ref I've gathered so far.
Still deciding on the driver yet. This was the main thing that was putting me off the contest actually, as I don't have much experience with characters, but we'll see how it goes! I thought about creating someone who is scruffy and unhygienic, with a beard, and a cigar
I'll make up another ref sheet for him next. Then I'll start drawing up some concepts for them.
Best of luck to everyone
some brilliant stuff already!
Replies
I really like this one. Larger than the usual forklifts, but not too large, and it looks nice and beasty from the front.
Unfortunately my 2d concept skills aren't fantastic, so I did most of the blocking out in max. It's just the bare basics atm. Still figuring out how to make this into a combat vehicle, but I thought maybe gatling guns on the front, one on each fork, and then when the carriage lifts at the front, I thought about a more close-quarters weapon, perhaps a flame-thrower, or a melee weapon.
Here's the rough blockout. Just put a few shapes together as placeholders, and I've just started work on the tyres.
Oh yeah, for the driver - given the sluggish nature of the vehicle, I want to reflect that as best as possible for the character. So he's gonna be pretty overweight and lazy. I'll get some more ref together tonight.
More soon!
You have got a really interesting idea going on here, i wouldn't of thought of going down this route but i think its looking really cool, I just think you need to retrofit it with a little more armour to boost the silhouette now you have the base modeled.
Keep it up I'm interested to see where this goes
Spent most of my time today working on this, but managed to get a little bit done on the driver's guard, for want of a better name.
More again soon!
P.S. Do you have a link for the separate image of that modified ambulance vehicle that is in the top left corner of your reference sheet?
Sure, here it is - the shockdozer from dead rising 3 http://img4.wikia.nocookie.net/__cb20140409160351/deadrising/images/5/55/Dead_rising_Shock_Dozer.png
I'll get started on the engine next
Here is the low poly for it. The indented part is where the brake and reverse lights go. The problem is, I want the shell around it to be nicely curved, but I want a straight edge where it bevels inwards.
I've been trying to find a good place to end the edge loops, but wherever I put them, it just results in bad shading when it's smoothed. Here's what I mean...
The area for the lights is straighter, but it's no longer curving smoothly.
Hope that makes sense! I'll keep experimenting for now, but I might end up redoing it with a more basic shape. Does anyone have any suggestions?
Also worked on some engine parts that I can instance around.
More soon
I'm not sure about your rear design, It doesn't make sense to me that the middle is completely cut out.
Ah yeah it does look a bit weird - I'll have a think. Thanks man
I've reconnected the rear too. Still a little undecided on it yet though. Also increased the depth of the wheels in the centre.
More soon
Think I might do away with the back bit above and just have the engine there instead. Seems better. What do you think? I'll need to think of a way to secure the engine to the chassis. I'll work on it a bit later on tonight and have a think!
Looking at it now, perhaps the engine is too large. I'd like it to be exaggerated to an extent, but perhaps the details are a little too big maybe. What do you think?
Thank you in advance
Great details you have on the engine as well.
Will the vehicle stay an open cabin or will you add door/walls eventually?
For the cabin, eventually I might add some scrap bolted on to the sides, but I think I'm leaning more towards keeping it open for now
I've followed the first few chapters of the 3dmotive tutorial on creating your own alphas for the creases (I'll watch the rest of it later on tonight), and I think it's going okay. It's the first time I've worked on creases like this though.
Any feedback is much appreciated. Thanks
@Justo: Thanks Justo Yeah that's a good point! Looking forward to experimenting during the character phase
Cheers guys - I'll get started on the driver's dash tomorrow, and then I'll start work on the axles. Lots to do!
Added in the gear sticks, and I've made a little start on the minigun
Here's some of the ref I've been collecting. The cartoon character seems pretty out of place, but it's pretty much an exact stylized version of what I imagined, minus the cuteness
And here's the base mesh so far.
I don't want him to be too overweight- I'd like him to be somewhat muscular too. Like he used to go to the gym in his younger days but gave up when he reached middle-age. Not started on the hands, feet and the head yet. Not gonna lie, I am VERY inexperienced with characters. So any feedback on the proportions or anything would be great.
I'm assuming at this point that the topology isn't very important as long as everything's quads and evenly distributed for subdividing?
I'll try and have this finished for tonight
I'll start sculpting shortly
Here's a very rough idea of what I had in mind for his face...
I'll have a go at sculpting his face, and then I'll get back to the vehicle later. I'll try and aim to get started on the low poly for that during mid week.
More soon!
Just starting to work on the front now. I'm still experimenting with the weapons, but I thought about something like this. I showed it to a friend and he thought they looked a bit lost with just two guns, so I thought about having four instead and see how it looks
The obvious concern would be the ammo, so I thought about having two big ammo drums behind the forks (you can see them in the pic - the two cylinders. Just placeholders atm). What do you reckon? One thing I'm still not sure about yet though is how they're gonna be attached to the forks. I'll have a think!
Crits welcome as always I'll do a bit more on the character later - still need to work on the head!!
I did another quick paintover sketch too of what I'd like to aim for for the final.
One thing I'm sure about at the moment though is when to create the clothing. I'm guessing that the easiest way would be to retopologize the high res, create base meshes of the clothing from the retopo'd mesh, sculpt and then retopo those - is that right?
Characters...
Clothing tends to be simpler extract/remesh/subdivide tends to work find, for hard surface plating I will often sculpt a bit more polishing the surfaces and re-extracting pieces.
I like the way this is coming along.
@Urbanoutdoorsman Thanks man!
Decided to throw it in marmoset 2 again and see how it's looking
And here's a few more renders from inside marmoset
I was working on the minigun today, but I decided to redo this part with better topology. As you can see it smooths okay on the old one...
Here's the new version that I started earlier.
I can't see anything wrong with the topology, and everything's welded, no holes at all apart from the ends of the cylinder. But I apply turbosmoothing and this happens...
I'm a bit baffled at the moment. It's as though it's tessellating the mesh but preserving the silhouette of the low poly. Not found a solution online yet, so I thought post here to see if anyone had any ideas. This kind of thing has happened before, and I've always ended up just redoing parts, but I'd like to get to the bottom of it, as it seems to be becoming more of a common problem lately.
Thanks! I'll have more proper updates tonight or tomorrow