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[WIP] Forklift - Critique

polycounter lvl 6
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jakemoyo polycounter lvl 6
So I've recently watched Simon Fuchs' Military Radio Game Prop Tutorial Series because i was sick of starting a project and then immediately getting lost, unsure of where to go, jumping back and forth in steps and just plain clowning. I wanted to see, from start to finish, the pipeline expectations of a professionally made game asset. After viewing i realized that i still have a lot to learn. This is my first project after watching, to test the theory that i learned, and more importantly, to test my ability to start and see a project through to completion. I chose the project because i felt the scope was something challenging enough to truly test my abilities without overreaching and getting discouraged. Please don't hesitate to give your harshest critique. 

At this point I've more or less finished the mast and fork areas of the high poly and am currently fleshing out the floor board area.
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  • jakemoyo
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    jakemoyo polycounter lvl 6
    Been plugging away for the past few days. Thought I'd post an update. Ive finished most of the smaller details and all i have left is a few more bells and whistles and then to finish the body and integrating everything with that. I've learned alot , mostly about how Maya will crush your hopes and dreams when you forget to Inc and Save. Lessons learned. Also its been fun to get into zbrush lately. I've really only sculpted in Blender before and the difference really is night and day. I cant wait to continue to explore what the program has to offer. 



    Thanks for checking it out!
  • Ashervisalis
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    Ashervisalis grand marshal polycounter
    Hey Jake, can you post the reference picture(s) you're working off of?
  • jakemoyo
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    jakemoyo polycounter lvl 6
    This is the main  reference I'm using, the bottom right one probably being the most influential. I'm not really trying to recreate 1:1  but just take inspiration from these and find parts i like and want to include. I have a whole pure ref file with like 60 images of all the different components that im referring to when modeling specific parts.
  • Ashervisalis
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    Ashervisalis grand marshal polycounter
    Cool. I'm looking forward to seeing your progress!
  • Beard3D Bandit
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    Beard3D Bandit polycounter lvl 7
    I would hugely advise that you import a Human scale model, perhaps the Mannequin from UE4. Once you do that, you will probably find that the seat is raised quite high and perhaps the seat itself may need scaling up.

    import that and move the joints about so it's in a seating position.
  • jakemoyo
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    jakemoyo polycounter lvl 6
    @Beard3D Bandit
    You're absolutely right, Its funny because i literally just adjusted that before i came and saw this comment. I noticed my seating area was about double the height of the reference. That was one mistake i seem to have overlooked entirely at the outset of this project, forgetting to use a human scale as reference. . I usually work in larger scale because I find that target weld and other tools working with small objects in real scale is often finicky. Is this accurate or am I just making stuff up? Would you recommend working with a human scale model to block out and then sizing up or is this just a non issue? Also upon exporting the UE4 mannequin to Maya the skeleton seems to be completely broken. Should i be using a different FBX year version or something or is there another solution to that issue? I got the mesh and skeleton in but its basically un-movable. I used  it as a basically scale reference but i couldn't use it as a "seated person reference"

  • Beard3D Bandit
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    Beard3D Bandit polycounter lvl 7
    Cool Cool! @jakemoyo

    Erm from the get go, I have a default scene custom made to already include a Human scale. and one that's in a seated position. So yeah, I would definitely get the scale dead on before you begin your blockout. 

    I use fbx 2018 at the moment, so I'm not sure, if you're having problems with importing fbx I would look into discord groups that have a foxus on game art and ask some of the members if you can see their setup.

    I use this guy: https://drive.google.com/open?id=1JHfIHWwbaxEKPx45avDqiBiB-wRyFi0A

    when you import him, make a cube 180cmx60cmx60cm, if it's pretty much the same size as him, they you're good.
  • jakemoyo
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    jakemoyo polycounter lvl 6
    Thanks for that man. Yeah that seem to be the same one i managed to export from Unreal and get into Maya. But im still  unable to figure out how to pose him. Thats probably just my ignorance though and not the program or mesh. 
  • Alex_J
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    Alex_J grand marshal polycounter
    This reminds me of Shenmue, one of my favorite games as a kid. 

    About posing the Unreal mannequin, just select his joints and move/rotate them. If you cannot see the joints, go to shading > xray joints. By defualt joints have higher selection priority than surface objects, so just click or drag select and they'll get selected, not the mesh. 

    And of course, you can delete out the skeleton and simplly grab the vertices and move them around manually with soft select for very crude posing. 
  • jakemoyo
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    jakemoyo polycounter lvl 6
    @BIGTIMEMASTER Awesome thanks for the help. Ill try that. 
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