Its a bit insane but here is my first vehicle design. Its based on a hot rod design, surrounding a post-apocalyptic setting where the brain of lead guitarist for ZZ Top, Billy Gibbons has mutated and been fused into the infamous Eliminator that has been patched up with various parts.
Ive listed some of the parts to help identify them:
Bone wing mirror
Skull gun support
Brain driver
Fedora Hat
Toxic barrel waste fuel with tube
Open hood engine
Exhaust pipes running along the side
Custom fitted plates to cover damage on the wheel covers
This is intended for the Unreal engine and I want to get as much feedback on appearance, modelling....anything really, before I move on. 4983 tris.
Replies
I feel the concept but it just needs a bit more polish... continue your vision for it, expand on it some more.
http://i740.photobucket.com/albums/xx49/Patackular/Compile_error_1.jpg
I’ve tried to remedy these by implementing the files the directory appears to be looking for, but to no avail.
4120 tris
The spiky stuff on the roof have rectangular shape from Front view, but instead they could sharpen.
The first one had a cooler feel to it. The style of the car and the hat on top made the car look like a 1920's gangster. I think that could be a really cool theme to go with.
I think the first version with 4 wheels and maybe a more symmetrical front would look cool.
Clay renders would be nice aswell :poly134:
Clay renders as requested:
3966 tris
Unwrap, 2048:
The hat would bother driver though (it's edge will be pushing into driver's back).
Exhaust pipes r too straight, they could be more shooth and curved.
And a minor thing - skull could have a hole on the side for empty rounds to come out
How do you mean, I didn't intend that the driver sit on the bonnet.....but that does sound cool.
I'll have a play with the pipes and like the hole idea
Thanks for all the comments guys.
Also thought of including my modelling work-flow too.
- Drop the poly count of your skull in half or more. Just make sure the profile shape of the skull is correct and that you have indentations for the eye sockets and nose cavity. Your texture can take care of rest of the detail for that.
- The backs of your headlights (chrome part) seem pretty heavy on polys. You could probably drop the poly count in half on them and add those saved polys to the side of the car and maybe even add some door seams to it
- There is some weird shading on the hubcaps. See how the mesh looks like a web going around your hubcap? Take those floating verts and snap them to the center vert of your hubcap. That should fix your shading.
Finally got a base texture on, with my envisaged design. I know there are plenty of seams showing and parts that need touching up but it's only in base format and I wanted to show the kind of thing I'm going for. Need to think about what I'm gonna do for the engine part, given how bare it is.
Ok, well I wanted to help emphasise the lip of the barrels (yeah they're meant to to be barrels) buy using extra geometry there. I know the normals aren't doing much for it at the moment but I hoped to increase their intensity around areas like the barrels and I thought that shaping them as much as possible with geometry first would help to do this.
I'm running out of the time I have available with this project but I appreciate your advice. Are there any parts of the model you can suggest that could use more loops?
It's probably both, what is the best way to show this texture? Self illumination and three Omni lights?
Regarding the texture I was hoping to go for a kind of hybrid, mixing a comic style with realistic surface definition and as if it had received some wear and tear, hence the abrasion around the sides. Perhaps more of an overkill you reckon?
I've had a look online and basically got it to play through entering
"EnterVehicleSound=SoundCue'VH_Vehicle_Test_3.Audio.Radio_1Cue'"
in the Content.ini. I'm pretty sure that I need to be running it as the 'Engine Sound', like...
"// Engine sound.
Begin Object Class=AudioComponent Name=HellBenderEngineSound
SoundCue=SoundCue'A_Vehicle_Hellbender.SoundCues.A_Vehicle_Hellbender_EngineIdle'
End Object
EngineSound=HellBenderEngineSound
Components.Add(HellBenderEngineSound);"
..but I don't know how to set up my audio, within the editor so that it compiles properly.
All I have is at the moment is a USound and a USoundCue in my package.
Can anyone help me with this.?
It's most noticeable down across the hat and windscreen.
Anyway, here's my vehicle with a diffuse, normal and specular.
http://www.4shared.com/file/ckdUdCd9/Vehicle_Distribute_1.html
....and let me know what you think.
On a less important note, I think the green channel on the normal map for the floor plate is inverted, the details seem to be carved in instead of popping out.
Ohhh yeaaaah, so they are, haha. I'll change that too, thanks.
I think my problem is that I don't know how to go about painting a gloss finish for a car and the only way I could think of projecting some sort of surface definition, was through wear and tear. Can you recommend me a method of creating a 'new looking' surface?