This is my first attempt at creating a vehicle of any type. Im usually more of an organic modeller so hard surface modelling is quite new to me.
Basically im attempting to create a batwing, based on several references which have been combined to create one vehicle. im aiming to get it into the unreal engine, so the idea is to create both high and low poly versions in order to produce a normal map.
any comments or crits feel free to express your opinion, i need your feedback to make this thing better. any general tips on peoples desired workflows and techniques would also be appreciated.
Replies
And please don't texture it like the Batwing from Batman Forever!! LOL
Added some elements to give it a better silhouette. Also considered weapon placements and the landing gear...
Can't wait to see more!
Good to see your using Max again instead of Maya :P
If you need any help getting it in unreal engine let me know
As im a noob at hard surface modelling i dont really know how to go about fixing it. my main thought is to detach different areas of the mesh and make them seperate objects. Is this the best way to approach the optimisation?
Don't forget about the support edges neither.
And last but not least, if you have borderedges ... hook 'em up with support edges aswell or close the mesh. 'Coz when you sub-divide, ZBrush likes to tighten the object where the borderedges are.
OT, coz I just read your name. Aren't you familiar with ZBrush? 'Cause your nick sounds a lil familiar to me? If yes, all the above written you've probably known already : ) Sorry!
-A.Ceylan: im reasonably familiar with zbrush but by nowhere near your level. Iv gt a couple of sculpts on cgsociety and zbrush central of things i did recently.
http://snakes23.cgsociety.org/gallery/846456/ U probably have me confused with someone else though.
Il give the link another shot
http://snakes23.cgsociety.org/gallery/
Also, the inner part of the wheels seem to be overly detailed, and it's not something that's really noticeable so if you think the tri count is already small enough you could save a few on the wheels and then round the silhouette up a bit more where it needs and keep roughly the same tri count.
Edit: Don't mind that red dot, it's a MS Paint accident. :P
It gets rid of tris you'd never really notice while maintaining the wheel profile and roundness.
Also, don't worry about having tris in your mesh, they're only a problem when subdividing for sculpting.
Presentation tomorrow!
Normal map was generated using xnormal. Texture size was one 2048x2048. Here are a max render and a screenshot of the vehicle in udk. It does function in game much like the cicada, well it flies and fires. I have a video that i'll get round to uploading at some point.
It doesn't really scream batman though. I dunno, there doesn't really seem to be any symbolism connecting Batman with this I guess??? Dunno, maybe it's just me.
Great work though
In terms of design I was aiming for a more realistic approach, like they did with the tumbler from batman begins, but i still wanted it to be recogniable as the Batwing. The silhouette is reminiscent of the bat logo. Also if u look closely the front of the jet features the bat logo just above the guns.
finally got around to it
Great job. You should give Rocksteady a shout