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Lil'Chew-Chew

Hi everyone! This is my first post here and I've been playing with game modelling for a year now and have just finished the first part of this little project.

For those unfamiliar with the game, in Team Fortress 2 there is a gamemode called Payload where the Blu team must escort a bomb-cart trhough the enemy base and detonate it at the end of the track.

GoldRush_thumb_1.jpg

In the classic Payload map called Goldrush the payload is a bombcart that slowly advances trough the tracks as players push it forward.

A fellow mapmaker started to create a map where a few things change from the original concept. First is the size of the payload, instead of being smaller than a player it would be large enough to provide cover and so the defending team would have a harder time killing the players pushing the "cart"

Another change to this would be the speed of the cart, much faster than the original, meaning that standing in front of the "cart" would mean death.

He proposed to me a layout based on a train locomotive that Valve had placed in the game. He wanted the locomotive to be menacing and look evil, with yellow eyes and a mouth of jagged teeth carved from the furnace and spewing fire.

With this idea in mind I pulled together this concept in about an hour, just to place down in paper (.jpeg?) what I had in mind:

trainconcept.jpg

From this I started sketching around ideas until I got to the visual I was looking for:

LilChewChew1.jpg
LilChewChew2.jpg

The other locomotive you see on the previous image was the original model he was using to playtest his level. At this point in time changing the lenght of the locomotive by 60% would be too much of a hassle to implement, so he asked me to reduce the model and make a few changes. Here is the new profile I got to:

LilChewChew3.jpg

Still a little bit bigger and bulkier than the previous model, but doable. After a few more changes I finally started working on the model itselfl:

Train004-frontal.jpg

trainviewports.jpg

After some fixes the final model sits at 6000 triangles.

With the model done it was time to texture it. I choose to make a paint-over of the model to show what I had in mind:

trainPaintover1.jpg

With that paint-over done it was pretty easy to make the texture and finalize the model:

Train006profile.jpg

Train006profile2.jpg

Train006furnace.jpg

Train006front.jpg

Train006side.jpg

Train006back.jpg

Train006top.jpg

It's all rigged up and working in-game, and as soon as the map is released with the model I'll post a link here for those of you who own the game and want to see it.

Comments and critics are more than welcome!

Replies

  • SHEPEIRO
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    SHEPEIRO polycounter lvl 17
    quite like the concept but im not keen on the execution
  • Arhurt
    SHEPEIRO wrote: »
    quite like the concept but im not keen on the execution

    At what point did you stop liking it? Do you have any suggestions on how I could make it better? Or even what should I look forward to improve on my next project?
  • SHEPEIRO
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    SHEPEIRO polycounter lvl 17
    @ the modelling stage really, the shapes become too regular and im not keen on the front, much preffer the last concepts front.

    also the texture clashes with the design. a rusted metal lok would suit it much better, and the modern type faces look out of place
  • Jeremy Lindstrom
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    Jeremy Lindstrom polycounter lvl 18
    so what's the payload? How's it go boom?
  • Arhurt
    On the map that this baby is going to be used it will fall down on top of a missle silo with a huge missle in it :)

    It's going to say things like:

    During setup time: "Initializing vacuum tube logic; Loading Chew-chew personality"
    If BLU has taken several CPs without much resistance: "Error: resistance not encountered. Executing steamroll"
    When he runs over someone "Debugging complete" "Maggot removed" etc
    Before he goes over the cliff at the end "I've not been programmed for Regret"

    Plus it will be pushing a cargo cart loaded with dinamyte crates :)
  • WayneAdams
    putting the phrase "All of you are dead" on it makes you my buddy for life..

    in fact.... here's a piece of triforce. :)
  • rooster
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    rooster mod
    im getting a kind of dozy/sad vibe because of the slant on the eyes. I think also the shapes in the lineart concept are more interesting, as is the exposed wheel. I think its a pretty cool idea though
  • JohnnyRaptor
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    JohnnyRaptor polycounter lvl 15
    lol i dig the bloodsplatter and handprint in the front
  • Target_Renegade
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    Target_Renegade polycounter lvl 11
    The design is pretty cool, and it seems that its a cartoony piece. Try and maybe push the textures more towards that. At the moment the greyness might be dulling it too much.
  • Arhurt
    Thanks guys.

    Now that the model is finished (I'l just do some tweaks to the texture and animate the wheels) I look back and see a lot of different things I'd do.

    Yes it is a cartoony piece, but not so much as to look unrealistic. It's really hard to explain but it fits TF2 style pretty well. It's for the Blu team, very industrial and clean:

    redblu.jpg

    If anyone is interested in knowing more about it, I recommend checking these articles by valve:
  • oobersli
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    oobersli polycounter lvl 17
    this thing needs more wear. regardless if its not realistic, I would expect to see some edge wear and some smoke/gunk grime around the mouth. The teeth idea is cool, but you didn't manage to carry it over into 3d well. Put some more thought and reason into placing the teeth. Maybe show a bolt or rivet on each plate to show how they're attached. Also I'd make them a different material. Maybe like a non-painted lighter metal with tips covered in soot.

    The same goes for the wheels. Make them darker. The problem I think was mentioned earlier is that everything blends together. You can still keep the core color theme of cool colors, just get some contrast in there so its not all grey/blue.

    lastly.. mayybbee post up your texture flats so we can give more crits.
  • JesterBox
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    JesterBox polycounter lvl 18
    I don't know if this is going to be in an actual map (it sounds pretty awesome) but I'd probably have in ram through walls instead cap points.

    When it hits a player it should gobble them up and shoot their body part into the air out of it chimney stack

    Munch munch munch

    If it cart moves very fast you'd probably have to make a zig zagging track (or very winedy map) , to avoid a gigantic level.
  • Arhurt
    Hey guys thanks for the advice and compliments, much appreciated


    The model will be used in a map and the size and shape of it have a huge impact on the gameplay. Like there are places where you can only get to by jumping from the top of the locomotive and thus there's a limited timeframe to get there. In some other areas Lil'ChewChew will completely block passages and such.

    But with your comments in mind I have done some tweaks to the model that are actually going in before the first beta version of the map goes live this weekend.

    Some changes I made are messing with the teeth so they aren't aligned and are kinda jagged and more menacing. I've changed my textures so there is more distinct difference between the different parts of the model. Added bolts and also made the teeth look sharper with a white trim.

    Train007profile.jpg

    Train007profile02.jpg

    Train007mouth.jpg

    Train007darkside.jpg

    Train007side.jpg

    Train007front.jpg

    The model in-game looks considerably different because Team-Fortress uses a Half-Labert shading and lights the model with vertex-lightning. Here's a look at it in a simple room:

    lilchewchew0003.jpg

    The model uses 3 separate materials. One of them is for the embers inside the mouth and has a diffuse and self-illumination maps. The others have Diffuse, Self-Illum/Opacity, Specular and Normal maps.

    I didn't want to reuse textures so much because the model is already totally symetric and I wanted to add variation on the texture.

    Here they are:

    Diffuse maps
    TrainBody.jpg
    TrainDetails.jpg


    Specular maps
    TrainBody_Specular.jpg
    TrainDetails_Specular.jpg


    Self-Illumination (also dubs as opacity map for the Vaccum Tubes Glass)
    TrainBody_SelfIllum.jpg
    TrainDetails_SelfIllumOpac.jpg



    And the normal maps (that only have smallish details like bolts and creases I am considering using just a bump-map)
    TrainBody_Normals.jpg
    TrainDetails_Normals.jpg

    Your criticizm is most welcome and I thank you for the time spent looking at these
  • Kawe
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    Kawe polycounter lvl 8
    to me it looks like you could mirror most stuff over and save some texture space. I guess text looks pretty bad when mirrored but ya.
  • vj_box
    by the way,did u do a flatten UVs for ur model?
    If so,you might wanna reconsider that,you would need a better and efficient UV layout than the current one.
    If you have the original UV layout with textures,can u show us that?

    Vj
  • kwakkie
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    kwakkie polycounter lvl 12
    I like the model, here are some crits that might help:
    -I dont think the bloody hand fits the toon-style very well.
    -Same goes for the coals inside the mouth, I'd expect these big chucks of coal instead of the noisy texture.
    -I agree on the UV space, I can imagine this texture being HUGE if you'd want the 'all of you are dead' text to be readable.
  • Renaud Galand
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    Renaud Galand polycounter lvl 19
    Hey pretty cool model here. But to be honnest, it looks like the normal maps aren't adding anything to the piece. At first glance, I thought you was showing 2 normal maps with just the default "blue" colors. Also, I was expecting more round shapes here and there. I never played the game, but looked at alot of screenshots, and it seems that they're mixing sharpen and round shapes all the time.
  • whats_true
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    whats_true polycounter lvl 15
    Your normal map is weak sauce. Try doing an overlay in photoshop to bump it up more. Also, your wasting a lot of UV space too. Crunch it in to gain optimum resolution.
  • conte
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    conte polycounter lvl 18
    damn, we are all dead.
    good job
  • Arhurt
    Map is out! I give you pl_frontier (map made by Mangycarface)

    shot1it7.jpg

    more screens of this awesome map and the download link here: http://www.fpsbanana.com/maps/74124#pid_4707472
  • commander_keen
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    commander_keen polycounter lvl 18
    I like it but it could use some more detail
  • zenarion
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    zenarion polycounter lvl 17
    The lower jaw clips into the rails. This can be hidden by some spark generators, to add the effect of the machine being noisy and evil: it actually grinds at the rails ut travels on.
    Think that those could be placed as particle generators inside the map editor, and attached to the cart.
  • odium
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    odium polycounter lvl 18
    I would of said -

    Mirror some details, and use decals for things like text.
    Use more fake Ambient Occlusion on your texture, some shadow. ATM its too bland.
    Define edges a lot more, atm everything look fullbright.
    Little details like scratches and stuch can still be done. Just because TF2 is cartoony, it doesn't mean its plain.
  • Arhurt
    Hey guys, I've redone the model's UV's and materials following your advices. Now I'm using half the texture load as last time and still have the same, if not better, quality.

    I also remodelled the eyes to look more angry/evil. Some people thought the old ones looked sleepy and lazy :P

    Here are some MAX renders:

    Train009_Lateral.jpg

    Train009_2.jpg

    And here are the new texture sheets. I use two 1024x1024 material files with Diffuse, Normal, Specular and Self-Illumination maps for the entire model. As you can see there is a definitive improvement on the normalmaps (if not perfect).

    Diffuse:
    TrainBody-1.jpg
    TrainDetail.jpg

    Normalmap:
    TrainBody_Normals-1.jpg
    TrainDetail_Normals.jpg

    Glow:
    TrainBody_SelfIllum-1.jpg
    TrainDetail_SelfIllum.jpg

    Specular:
    TrainBody_Specular-1.jpg
    TrainDetail_Specular.jpg


    Any comments and advices are very welcome!


    Oh, and this is what you see with him alone in a tunnel when you are about to be ran over:

    traintunnel.jpg
  • Arhurt
    Now it's time for tweaking and bug fixing. For instance, I had reserved a large portion of my texture map for that keyboard because I wanted to do something with it. Here t is:
    Train009_Monitor.jpg

    And a few shots of it in the dark to show off the Glowmap:

    Train009_Dark.jpg

    Train009_Dark2.jpg
  • Pope Adam
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    Pope Adam polycounter lvl 11
    this looks really good man. I saw some earlier posts that didn't agree with your choices for textures, but I think that this fits nicely into the TF2 style.

    Big fan of the glow map you've used to illuminate it in the tunnel. Loving the teeth!

    Good work, keep it going sir :P
  • psychoticprankster
    I like it. Needs some rust though.
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