Did you use Boolean? Sometimes Boolean can cause that issue. In my experience it usually occurs when the geometry you convert to a Boolean is pretty dense.
It's an anti-tank gatling gun and it's BIG so I thought it'd be ideal to use. The total weight with ammo is 1.8 tonnes roughly, and the forklift that I've based mine on can carry up to 12 tonnes, so it should be able to hold two of them
It's pretty long though - it's roughly half the length of the A-10 when it's in use, so I think I'm gonna have to have the ammo drums underneath the guns or at the sides, rather than behind. I did find this pic though which I really liked so I decided to experiment with something like that. I've made the drum longer though, more in line with the one from the GAU.
Anyway, here's a few pics of the guns in marmoset
Still very WIP atm - need to attach them to the forks properly, and finish off all of the details at the base of the barrels, wiring etc. Taking a little longer than I'd like to get the high poly done, but it's getting there now!
Thanks very much for all the feedback guys! Means a lot
@Gannon that's a great idea! I'll have to experiment with that. I agree with you about it being front heavy. Haven't had much time to work on this today, but I'll get up to speed tomorrow and try and come up with a few more ideas. Thanks!
So I've moved the guns to the side, and I think it looks much better! Just need to figure out how to secure them, and come up with a means of entry for the driver. I thought about just putting some makeshift steps over the top of one of the ammo drums, that he's just bolted onto the side. I'll get those done today and see how it looks
Hey guys, very nearly finished the high poly now! Just a few final things left to do
The main things at the moment are the ammo belts. I might have to try a different approach. They're deforming too much atm, and the bullets just look weird as a result (Sorry about the dodgy shading on those btw - just threw it in marmoset to show you).
I'd also like to add more to the rear of the gatling guns.
Eager to move on to the low poly now. Hopefully shouldn't be much longer
rad ride man ;] coming along great! love the details on ammo barrels ;] and omg is that ZBrush ammo belt? any chance you could share it or maybe some tips how ti make it?
For the ammo belts I just modelled this chunk and then duplicated it with vert snap within max. Just trying to figure out the best way to make it deform while preserving the shape of the bullets - don't think it's possible at the moment with path deform - hmm a bit tricky! Might end up doing a more solid shape with only a little bit of the bullets exposed, to make the deformation less obvious I'll have a play with it now.
Thanks man You might have a better experience when you come to doing yours. I think the main issue with the ones I'm doing is that it's a pretty tight squeeze to get to the ammo feeder on the gun from the drum, so the angles are pretty tight atm!
I felt as though I was spending too much time on this part trying to get it right, so I decided to just go back and modify it a little bit (sorry to keep spamming with pics btw - I'll try and limit them for the rest of the project to just to significant updates ). Nothing major, but I've gone back and bridged the gaps to hide the deforming bullets at the top. I'm fairly happy with it now.
I'll get started on the low poly either tonight or tomorrow afternoon
I love how totally impractical it would be to try to drive a forklift in a combat type race. I can just imagine it rolling up behind the next racer and just flipping it out of the way or off the race track. Such a cool idea. I am excited to see what the driver is going to look like. Hopefully it will be just as intense as the vehicle. Please post some more updates.
Took aaaaaages, but finally I've baked the high poly to the low mesh. Here's a few marmoset pics (just the normal map atm). There's still a lot of errors that need fixing, and I still need to add the ammo belts (baked those separately). Currently at just over 80k tris.
Just working on the ID map for quixel atm too.
Honestly, I don't think I'm gonna be able to finish in time. So much still left to do, and a lot of things that could've been planned better. Although I won't call it a day just yet. I'll just have to see how it goes. It's hard to feel disappointed though if I do miss the deadline. This is by far the most complex thing I've ever done, and I didn't know very much about baking before this comp, so I'm very grateful for it and what I've learned. I'll just keep going and see how far I get
Here's how the forklift is looking so far in marmoset. Still lots of little errors to fix, but I might leave it alone for today and concentrate on getting the driver done!
Not textured yet. About to go into quixel now. Just made his beard just a 1k alpha that I split up and painted on his face with object paint.
Now as you can see, I've had to cut a few corners. It's also most likely riddled with anatomy errors, but unfortunately I'll have to leave them for the time being. I can always go back afterwards and fix stuff.
The level of detail is a bit low for current gen - he's currently at 8k polys approx, and I'm using a 2k map instead of 4k. I think due to my complete lack of experience with characters, I decided against doing a massively detailed one, but I'm pretty pleased with how he's turned out - didn't think I could do it
Anyway, onwards to texturing! Still the diorama to do!
No worries turbinea, you're spot on mate showed it to a few others and they all said the same thing. Went back and adjusted it a little. Bit rushed though atm, needs a bit more work yet.
Replies
Good stuff so far! Looking forward to seeing the finished assets.
After a bit more digging around online, I think I found the ideal weapons I'd like to have on this - the GAU-8 Avenger ( http://fc06.deviantart.net/fs71/i/2011/211/8/9/gau_8_avenger_by_flyboy008-d4268aw.jpg ) It's used on the A-10 - actually the aircraft was designed for gun rather than the other way around hah.
It's an anti-tank gatling gun and it's BIG so I thought it'd be ideal to use. The total weight with ammo is 1.8 tonnes roughly, and the forklift that I've based mine on can carry up to 12 tonnes, so it should be able to hold two of them
It's pretty long though - it's roughly half the length of the A-10 when it's in use, so I think I'm gonna have to have the ammo drums underneath the guns or at the sides, rather than behind. I did find this pic though which I really liked so I decided to experiment with something like that. I've made the drum longer though, more in line with the one from the GAU.
Anyway, here's a few pics of the guns in marmoset
Still very WIP atm - need to attach them to the forks properly, and finish off all of the details at the base of the barrels, wiring etc. Taking a little longer than I'd like to get the high poly done, but it's getting there now!
More soon
very nice work btw!
I would maybe consider mounting them on the sides above the tires to balance the vehicle and you can keep the fork lift free to impale other vehicles.
keep up the great work!
@Gannon that's a great idea! I'll have to experiment with that. I agree with you about it being front heavy. Haven't had much time to work on this today, but I'll get up to speed tomorrow and try and come up with a few more ideas. Thanks!
The main things at the moment are the ammo belts. I might have to try a different approach. They're deforming too much atm, and the bullets just look weird as a result (Sorry about the dodgy shading on those btw - just threw it in marmoset to show you).
I'd also like to add more to the rear of the gatling guns.
Eager to move on to the low poly now. Hopefully shouldn't be much longer
For the ammo belts I just modelled this chunk and then duplicated it with vert snap within max. Just trying to figure out the best way to make it deform while preserving the shape of the bullets - don't think it's possible at the moment with path deform - hmm a bit tricky! Might end up doing a more solid shape with only a little bit of the bullets exposed, to make the deformation less obvious I'll have a play with it now.
Cheers!
good luck to you, if I suddenly find a good way to do it I will let you know ;]
I felt as though I was spending too much time on this part trying to get it right, so I decided to just go back and modify it a little bit (sorry to keep spamming with pics btw - I'll try and limit them for the rest of the project to just to significant updates ). Nothing major, but I've gone back and bridged the gaps to hide the deforming bullets at the top. I'm fairly happy with it now.
I'll get started on the low poly either tonight or tomorrow afternoon
https://www.youtube.com/watch?v=p1NYgMx3xm8
it looks easily controlled ;] will see after I make it
Good luck man
I'm knee-deep in UVs atm, but I've almost finished I'll try and have it baked by the end of the day.
Took aaaaaages, but finally I've baked the high poly to the low mesh. Here's a few marmoset pics (just the normal map atm). There's still a lot of errors that need fixing, and I still need to add the ammo belts (baked those separately). Currently at just over 80k tris.
Just working on the ID map for quixel atm too.
Honestly, I don't think I'm gonna be able to finish in time. So much still left to do, and a lot of things that could've been planned better. Although I won't call it a day just yet. I'll just have to see how it goes. It's hard to feel disappointed though if I do miss the deadline. This is by far the most complex thing I've ever done, and I didn't know very much about baking before this comp, so I'm very grateful for it and what I've learned. I'll just keep going and see how far I get
More very soon!
Haven't fine-tuned the masks or anything yet - still trying to figure out the right materials to use, but getting there!
Here's a few pics from 3DO. Looking at it now, might change the rear tyre guards to orange like the chassis. Looks too dark for me towards the rear.
Anyway, c&c welcome
More soon!
More soon
Not textured yet. About to go into quixel now. Just made his beard just a 1k alpha that I split up and painted on his face with object paint.
Now as you can see, I've had to cut a few corners. It's also most likely riddled with anatomy errors, but unfortunately I'll have to leave them for the time being. I can always go back afterwards and fix stuff.
The level of detail is a bit low for current gen - he's currently at 8k polys approx, and I'm using a 2k map instead of 4k. I think due to my complete lack of experience with characters, I decided against doing a massively detailed one, but I'm pretty pleased with how he's turned out - didn't think I could do it
Anyway, onwards to texturing! Still the diorama to do!
quick render in marmoset
haha, desperate times...
Thanks man!
I need a drink!