So me and a friend of mine thought it would be fun to make a vehicle for UT2004. So two vehicles will be made total. The vehicles will have a makeshift theme (like mad max or waterworld).
So anyway, here's my concept art. I'm no artist, just trying to get my idea on paper. It's an airboat/hovercraft. There are three air generators that lift the innertube and a big fan the propells the vehicle forward. The seat will be a car seat. and the Boat is just an old fishing boat. Anyways, please critique the concept (not the art). Thanks!
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Another thing to keep in mind when you're doing the uv mapping is that Unreal really doesn't like having a model alphaing itself out (totally forgot the term for that) so things like that mesh behind the driver may need to be a separate object that's merged together when you rig the vehicle (I'm assuming you're basing your starting point off of those tutorial dvd's that came with the game?)
Best place to start after you've got it all modeled and rigged is to create a 'vehicle factory' (if I recall that being the correct game-terminology) for it based off the existing hovercraft and just call in your vehicle as a model. Also, just for testing out materials in-game you can always set up a test room with the vehicle in it just to walk around and compare it in scale to the player model and other vehicles.
Can't think of any other lil tidbits o' wisdom to toss out from my UT vehicle creation experience right bow, but it is past midnight on sunday right now so I'm not exactly firing on all cylinders. Lookin forward to seeing how this progresses, should be rather amusing.
Here's my humble beginnings. It's currently 1692 tris, going to try and bring it down to 1500. C&C's are welcomed.
An (incomplete) vehicle I made up a while back was this Dune Buggy. As you can see in the wires things like the antenna and the like were easily put in and the final vehicle didn't even crack 4000 polys. Also, the windshield on that buggy and the headlight / taillight enclosures on my Dodge Magnum vehicle are examples of what I was talking about where alpha'd parts of the vehicle had to be seperated from the rest of the vehicle and reassembled when the model was rigged and exported, as they'd alpha through the rest of the vehicle model when you'd look through them otherwise.
Great advice! I will definitely try to add some wear and tear into the model before I start texturing.
Just about ready to texture, but wouldn't mind getting some more critiques.
Definitely want a few last minute critiques if you got any before I start texturing, I would like to get to texturing today.
Alright, I am going to start the unwrapping process and try to get some textures on this thing.
EDIT: what is a good texture size for a vehicle in UT2004?
Edit: one question though, I saw steering fins on the back, but no steering device, all I see is a handle next to the seat which I am assuming is acceleration. You might want to add that detail along with some engineering details on how those things pivot back and forth.
Also as an aside, those ropes look way too thin, make the ropes a bit bulkier so they don't look like they would snap the minute you hit the gas. Also where are those ropes tying off at, they look like at the moment they run into no where. Personally I would have attached the tubes with some kind of metal fastener with rubber ribbing, but that's the wanna be engineer coming out of me, but at the same time it's those little details that help the viewer believe your props and vehicles.
Anyway I really do like this concept and would love to see it textured.
Great critiques The Umbrella Man! I made the ropes thicker, made them attatch to the wood, gave the propeller a curve on both sides, hinges for the steering to move back and forth. I added an acceleration handle to the steering. If you look at other airboats, it's all they need to drive so I believe it is accurate.
EDIT: I also made the inner tubes in the back less flat.
At this point I am quite anxious to start texturing so assuming there are no fatal flaws in the model, I'm going to move on. Thanks for all the critiques so far!
Anyways I got a noobish question here. I'm going to unwrap the crooked railing in the front of the vehicle and I was wondering what would be the best way to approach it?
What I was thinking was planar every side and overlap a lot of it. But what would the experts of polycount do?