Alright...I hate to be a thread hog but my concept totally changed due to certain peoples good ideas and peer pressure...plus I preferred it. Heres a small update with the changes to my model. Most of the accessories are just templates atm so they arent final. Let me know what yall think.
Oh and some of you might notice that I pulled a bit of references from death race...figured I would say it now before people mention the obvious.....
Replies
Also remember on the guns to think about how they would acutely be attached instead of just stuck on. Not saying for far enough along for that but its good to think about even in the planning stages.
I'm always a fan of making a post-apoc styled combat vehicle so that's an instant win there. Is this a high poly mesh for bake down or a "medium poly" mesh that will be the final ingame model? I'm having a hard time guessing from the wires though I'm leaning towards medium poly/ingame...
Either way I'd like to see nice bullet-feeding-belts connected to the twin mini-guns, attack helicopter/fighter pilot style (where the bullets travel inside the static belt-chamber).
Something about the front area around the wheels looks a little strange, but I dont have any reference in front of me, just thinking of the 350z a co-worker has so I'm not quite sure what it is. Overall looking nice so far though, look forward to seeing progress and texturing.
I should be moving on to the hi res tomorrow. I'll post a update tomorrow after I have finished all the accessories.
I actually tested that last night but when I turned the wheel it was completely flat, which wasnt a result I really cared for. Some final shots I plan on having the wheels turned around 40 degrees.
At any rate, I think it's looking good so far, though there seems to be a bit of weirdness going on with the textured rim in the close up render, is that a shadowing error or a normal map problem?
Its in such a WIP stage Im not sure if you can really crit anything without me saying something along the lines of, " oh I havent gotten to that yet" or " Its suppost to be that way".
Please though, if theres something thats sticks out let me know .
At the moment theres a normal map with the basic details: large dents, accessories to the car, initial bullet holes, and so on.
Negatives.
1. Your UV density is a bit off, example, On the Guns the barrel has a lot more texture space assigned to them than the large chamber mesh which players, your audience will see more/easier. And when you think about how you can texture a gun barrel with a lower res gradient without the player noticing... While the larger part of the gun will be easy to see, and have pixel stretching.
2. Textures do not look like actual car parts, To me it reads as blurry shadows where there shouldn't be shadows. If its some kinda of fantasy, sci-fi car where it doesn't matter than well keep going with it. You may want to google racing rators, calipers, and the side walls of performance tires to tighten up the textures, atm they just look like they were made with random overlays to dirty them up.
3. Poly wise, I think you could take out quite a few polys from the flat surfaces of the car that do not add to the surface variation or silluette (Hood, side panels, rear window spoiler) and try to get rid of the blockyness in spots like the tires, the molding on the front bumper, etc. As well the barrel ends on the guns could probably be alpha mapped... or even just made solid. Just from the pics it looks like about 500 polys or so that would be used better else where.
Positives
1. The mesh bits and bobs actually look believable, proportions and damage received.
2. Bump map is doing a good job, especially on the bullet wholes.
3. Potential, this is obviously still WIP and I bet you will end up with a good piece.
:thumbup:
DN: I appreciate the thurough run down of the model. I actually took some of that into consideration last week. I totally forgot to post wires of the updated mesh. As for the guns, I'll be putting each of them on a 512 of there own. I did a few texture tests to see how the pixel density matched up with the car itself. It came out to only a slight difference, noticable, but not to extreme to warrant a 1024 for guns. As for the texture seeming like its part of the car...I think..think..that once I have something closer to a finished product it will come together...I hope, Hah!
Everytime you masterbate god sends a post apocolyptic 350z to kill a kitten
Its gunna look like that movie "Death Race"
(*Meows**)
You dont even know how long that took me...gah.:(..no respect for hard work:poly127:
I pulled a lot of my reference from that movie actually.
No worries..the end result will help fix the softness of the dents. Glad you reminded me though..almost forgot about it.
Run Kitty Run! LoL!
Let me know what ya think of my update.