yeah, its ~16000. Many of the smaller details (tread extrusions, bolts...) are built with matching texture and normals underneath so they can be easily taken off the model in the first LOD stage. I also have a 6600 poly version that is going into the off-limits mod.
Cool stuff, the first images look very cool. Nice texturing work. I agree it looks a tad too clean for a "working" piece of plant machinery.
Also I think some of the edges look very sharp, I'm guessing you didn't do a highpoly for this? I would try to fake a bevel in the normal-map on the corners of some of the larger parts to catch the light better and make it feel a bit more volumetric. It's looking pretty "planar" right now.
The model looks good, I especially like the specular on the scoop. But I think you could manage the track details with a normal map. Also, do you really need all those vertical slices in the seat?
But I think you could manage the track details with a normal map.
Many of the smaller details (tread extrusions, bolts...) are built with matching texture and normals underneath so they can be easily taken off the model in the first LOD stage
Cool stuff, the first images look very cool. Nice texturing work. I agree it looks a tad too clean for a "working" piece of plant machinery.
Also I think some of the edges look very sharp, I'm guessing you didn't do a highpoly for this? I would try to fake a bevel in the normal-map on the corners of some of the larger parts to catch the light better and make it feel a bit more volumetric. It's looking pretty "planar" right now.
Most of the normal map was built from geometry (mostly floating though). The main body area (boxy bit) was built from a complete highpoly mesh but the corner on the highpoly was a little too fine and the normal map only has a 1 or 2 pixel beveled edge to it.
The scratches bother me for some reason. A lot of them are in places that wouldn't get easily scratched, and those at the bottom of the cockpit seem too much. I'd put more dirt on those hard-to-reach places, rain stains (rain washes down dirt and gathers it on edges) and grease!
Try to think of what has this been exposed to, where it's been used. Dirt gets on it from bottom to top, rain from top to bottom. Grease where workers tend to lean against, or on those handles.
looks very nice, although that tread poly detail is really not necessary. The rest of the model looks ace. The texture is fucking huge though. What does it look like at something like 512x1024?
It depends what game it is, but unless its on PC, you wouldn't be able to get away with a 1024x2048 I don't think. Art director might have a heart attack.
You could have mirrored alot of it though, and saved alot of UV space. I don't like to mirror, but at work I mirror almost everything on models , but that's because of the amount of stuff were trying to push in our levels.
This is an amazing piece. One easy fix I think could go a long way is the shadow resolution on the 3rd image down (and the others as well I assume) is pretty chunky. I'm not sure what options there are in the view port shader, but maybe there's a way to increase the shadow resolution?
Wow, outstanding model Alec! I'm currently working on the rigging of a 1066C model Koehring excavator and have run into a problem with the stick/bucket linkage. How did you go about linking it all up. More info on my project can be found in the following thread.
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http://www.panamintl.com/products/otheritems/construction/cat235-02/photos/photos.htm
Also I think some of the edges look very sharp, I'm guessing you didn't do a highpoly for this? I would try to fake a bevel in the normal-map on the corners of some of the larger parts to catch the light better and make it feel a bit more volumetric. It's looking pretty "planar" right now.
Many of the smaller details (tread extrusions, bolts...) are built with matching texture and normals underneath so they can be easily taken off the model in the first LOD stage
Most of the normal map was built from geometry (mostly floating though). The main body area (boxy bit) was built from a complete highpoly mesh but the corner on the highpoly was a little too fine and the normal map only has a 1 or 2 pixel beveled edge to it.
That's what I get for squinting at the resized image instead of clicking on it. :poly122:
haha, at least my instincts were right!
nice one
Try to think of what has this been exposed to, where it's been used. Dirt gets on it from bottom to top, rain from top to bottom. Grease where workers tend to lean against, or on those handles.
It depends what game it is, but unless its on PC, you wouldn't be able to get away with a 1024x2048 I don't think. Art director might have a heart attack.
You could have mirrored alot of it though, and saved alot of UV space. I don't like to mirror, but at work I mirror almost everything on models , but that's because of the amount of stuff were trying to push in our levels.
http://boards.polycount.net/showthread.php?t=69253&highlight=excavator