3137 Tris
*Updated, see new post.
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Silhouette and Blocked Out Shapes
Alrighty, so I'm redesigning the UT2k4 Scorpion vehicle for one of my classes in realistic steampunk style. Blocked out the concept in 3D, and rendered out some greyscales and silhouettes to get some feedback and critiques. Certain things like the blades aren't blocked out (I'm still trying to figure out how to build something functional looking using steampunk elements, that'll also work in UT2k4).
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Don't know what you've got planned for the wheels, but the tire part of them can definitely have a lot more sides to it if need be.
Also, it's been a little while since my last UT custom vehicle, but I'll toss out the offer to help with importing / rigging / Unreal scripting info where I can. The tutorial dvd is pretty much straightforward about it, but there are some headaches you'll experience with customizing the vehicle settings for yours.
Have fun with this!
Unless it's supposed to look like the wheels aren't round, you need to put more love into the wheels and less into the smaller details. The bolts add nothing to the silohouette and would be easily painted on. Are you going to be smoothing this model at all? Right now it looks very blocky, which works for the body since it has those chamfers in it, but the piping looks very weird.
Links:
Steambuggy Wires
Steambuggy Shaded Views
Ohh and thank you Flaagan, I'll probably take you up on that offer when I start scripting and doing particle effects for it as I would really like to see it in game, with smoke exhausts working, and the flame thrower up top working as well.
I think that's all I can think of at the moment.
Just a little nit pick or two... If you can spare a few polys, make the exhaust tips V way down the tube instead of a flat plane, gives you something to put a gradient on and considering their size compared to the player the extra bit of detail will make a noticeable difference.
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Yeah, no problem there. Since its only an 8 sided cylinder it should only add a max of 32 polys total for both.
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Also, is there anything holding the fenders in place? Doesn't look like there is (and if there is are they going to move with the wheels or the body)?
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Nope, there isn't anything holding them to the body. I came up with some designs of how they would be, but they either ruined the silhouette and looked crappy, or added too many polygons and made the silhouette look not as good. The back fenders are flush with the body though, and I could probably fake attachment with the texture. The front ones are marginally flush with the body for what would be a half inch irl. The Paladin in UT2k4 didn't offer any help, upon further inspection its fenders aren't attached to the body either . Anyway, they're going to remain stationary.
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Is that a smokestack behind the turret? If so, may want to do what I suggested with the exhaust pipes; or you may want to extrude it down and in a bit (give it a lip) and then have a flat surface set in (can give it a mesh texture to suggest a cover for the large exhaust point).
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Its housing for the fuel tanks for the flamethrower. Its ambiguous though without a texture, and it does look like a smokestack lol.
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Keep in mind the suspension travel on the car if you're gonna have the fenders move with the wheels, because if it's too much the fenders will clip into the exhaust pipes.
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This thing isn't going to have the best suspension in the world. The suspension has a lot of downward give, but since the fenders can't move, the little spacing inside the fender is about as much upward movement the wheel is going to be allowed traveling over terrain.
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I think that's all I can think of at the moment.
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Thank you, going to go work on UV mapping and fixing the exhaust.
Edit: Fixed the exhaust, it looks 10x better.
Hey though i'd try and help you out since I see you have quite a few cylindrical shapes /?/ sp is the liquor talkin!
The image should explain everything, but you get the point more polys saved to be used elsewhere.
Love the design please keep going and finish with some lovely textures, I want to make a buggy now!. GJ.
Drunk dont mine me if im wrong ! LOL I ment well! after realizing my mistake i was to lazy to change it, it's not 14 faces to 7 faces it's 14 to 12 at least johny + rooster! figured it out
posting drunk = bad!
edit: actually scrap that its 12 faces I see the joke johny hehe!
http://www.bluevoid.com/opengl/sig00/advanced00/notes/node19.html
7 faces, sure but how many tris? lol
http://www.bluevoid.com/opengl/sig00/advanced00/notes/node19.html
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Yeah the Unreal 2 engine is all about tris man. That is still like 12 tris and will look horrible with the way unreal lights things. Better off to keep pimping that pizza slice method.
per vertex lighting would not like the lack of the middle vertex due to interpolation issues
hilarious
Well... less verts is better, but not in this case... as it'll be spinning a lot the verts along the perimeter of the wheel will often be changing vert colour a lot, so you need at least some kind of interpolation between the edges of the wheel. Like CrazyButcher said. Pizza slice is great for texturing.. unless you have some overly complex design in mind.. MAYBE SOME MAD CHROME SPINNERS EH? :S