5080 polys
My first complex design,model,uv mapping & skinning project.
The concept is a futuristic cop car.
Scifi BS stuff- A methane turbine powers magnetic generators in the inner hubs. The tires 'float' in a magnetic field. Shifting the field pulls the tires forward. The car is skinned in a poly-titainum mesh. The skin is has dynamic pigment properties, meaning- the car can display any required message(this works in-game!).
Spinning beauty .mov12M
flat- I feel that my 2d work is poor at best, I need ideas on how to stress -to make it look used. Too shinny and new.
In game shots (UT2004)
Wanna play with it?
d/l with large test city14M
Replies
Thegodzero -no it was just me, due to reallife I didn't have much time to work on it, also as stated it was my first so my workflow was flawed at best. I've learned allot, and extremely relieved to put this one to bed.
sundance -get your copy of ut working again and d/l my city test map! This baby was coded to burn rubber.
rooster -every 3sec. the METRO switches to POLICE (you can see that in the bottom two pics). I was thinking of having it rotate through 'police' in different languages but adding a 1024x1024 img for every one would have been too heavy.
nealb4me -aww the bolts are only thing I liked about the rims.
Herr-Maesrto -thanks, have your friend email me a pic when he's done.
www.Sett.tv/Sprinter_SDK.zip
Scott
Thank for all your input.
Herr-Maesrto -thanks, have your friend email me a pic when he's done.
www.Sett.tv/Sprinter_SDK.zip
[/ QUOTE ]
Anytime m8, talking with Vailias about it now should come up with a very sleek design. Will keep you updated.
I know you've put it to bed, but if you felt inclined, you could use that space for a small holding cell pod for transporting criminals. Not needing to have room for the engine opens up all sorts of design possibilities, as there is now a ton of extra space to play with. But it might not look as tough and aggressive.
I don't have any links off hand, but as far as wheel design is concerned, some of the work coming out of Art Center (artcenter.edu) might provide inspiration. Your car seems to fit with that aesthetic rather well. Could you post wires? I'm inspired.
Also, to add tarnish, dirt maps are a good and quick way. If you need em, I collect all sorts of images for that purpose. Just use multiply in PShop, quick and easy.
rooster -every 3sec. the METRO switches to POLICE (you can see that in the bottom two pics). I was thinking of having it rotate through 'police' in different languages but adding a 1024x1024 img for every one would have been too heavy.
[/ QUOTE ]
have you considered re-uv mapping the model and adding a second, smaller texture? then you can create a panning or changing material via UT's texture browser and apply it to that.
If you're unsure how to build a material, here's a good start, and I'll be glad to help if need be.
(you could also apply this same idea to the light bar, interior dash, etc, to really bring the car 'to life').
"H'ok scumbag get in!"
"In what, the glove compartment?"
(revs painstick)"Look mang, budget cuts, no paddy wagon- get in"
"I can't fit in there! It's the size of a dishwash-AAAHHHHHH!!!"
Thanks for the art center link.
Wires.
Scott -I'm humbled.
Herr-Maestro -With that city I was basically trying out different building technique. Using static meshes as entire buildings, using complex static meshes as cells making up one building (batching them), BSP brushes as single buildings ...etc. The 'hive' style building group has 2700+ of the same static mesh (in retrospect I guess that was a bad thing ). The one thing I'm most proud of are the sidewalks -how I got them to flow with terrain actor.
If I were to do another city(prob. will) I would do it very differently. Isn't interactive art fun?
flaagan- That feature was a last minute thing. I was undecided whether to go with METRO or POLICE on the side of it. So after finishing the top flashers(mat. sequence) it hit me that I could just do both. Giving the car a cool and relatively cheap effect. I guess the polys under the METRO/POLICE could be reassigned to a new material ID.
Another feature I tried to implement was a unique number for the car's roof. A random number(000-999) that would be assigned upon spawnning, using the same technique that the Hellbender used for the personalized license plate(scripted texture). Just could not get it to work. I really pulled my hair out over that one and in the end had to abandon it.
This would work well in a "celan" urban environment with a large map. Brakes need work though.
Could I get a UV Wireframe please?
Scott
P.S. at some point, someone needs to make a truck that will hold up to 12 people, though...
The brakes are way too strong. If you jump of a ramp and apply the brakes mid-air the car will *stop* dead, when the wheels touch the ground.
It's a trade off. Fun or realism. I'll go with fun any day.
UT is rather cartoonist anyway.
Oh! you all would have loved the 2k3 ver. I had the parking brake bounded to the r-mouse. It made these wicked 180'. Then Epic goes and releases 2k4 and changes everything.
The UV wire is included with .psd file that is in the SDK.
Herr-Maestro Yes I got your mail. those buildings are a great start. My first building were ...well rather funky. You have to walk that fine line of 'this is a future building' and 'this is a practical building' -all the while keeping in mind what the engine can truly handle. I did allot of false starts when I was building that city, I swear I could do a 6 hour lecture on farting out cities for game engines. The trick is to make your road plan first, then build your city blocks and then your towers. Forget about ineriors( unless you have a team of 50). And keep repeating the mantra 'occlusion'. Hey if you guys playn my map give me a ring, you bet I'll play!
Here is nice link for ref.s on brutalist architecture. Brutalism is very polycount friendly, looks cool too.
http://www.emporis.com/en/ab/ds/sg/ra/bu/ca/ap/sy/mo/br/
YAAAAAAAY!!!!!
I'll put it on my gf's one this morning.
You can cheer for all of us I guess.. it's all good.
Hey if your running that map on a server drop me a note eh?
sett@sympatico.ca
Admin@sett.tv
I'm sometimes around.
What ya think man? Post up !