Here's something I've been doing for a mechanical modelling assignment, should eventually have it shoved into UT3 in the near future. As of now this is just the basic high-poly model as it stands.
C&C welcome ofc.
I'll add in the seams via zbrush once I have an optimised low-poly before baking it on methinks.
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Would be good to see the scale (a human figure in comparison)
But to what kind of rig u want thi one to fit? A walker (forgot how its called in game) ?
As for scale, research says it's the size of a small sedan, but I'll export this out as a static mesh to see what its in-game size is first and change as and when it is needed.
I find that the mesh shape and details suggest huge size. There is nothing that could help understand the real scale of it. Also hard to say where does character get in and which is the cockpit.
Regarding wheels, their relative size actually makes them look like tips on of mech legs. With such size it wont be easy to roll, i.e. mecahnically it does not look beleivable. Also wheel r turned inside, which makes it impossible to move anywhere.
I haven't added some of the finer detail, seeming at the moment I would find it easier to do in zbrush, so sorry if that caused a little confusion.
As for the mechanics of movement; I agree the wheels look a bit too small to provide any meaningful traction, the chances are I may well have to enlarge them so that there is more clearance between the edge of the wheel and the tip of the leg.
As for the inward-facing wheels, I have actually tested this on a dummy vehicle in UT3 already, with the rear wheels facing outward and the front wheels facing inward. It does work - even I was surprised at first - but it saves me a real headache later. Bearing in mind of course that the dummy wheels were relatively large compared to the ones on show here. If all else fails I suppose what I can do re-do the connection of the wheel to be a ball joint (akin to the ball-wheels of Will Smith's Audi in I-Robot), and have them tracked into a more normal direction.
Anyways, looks great so far. Not too much to crit..looks like your hi-poly matches the references....with the exception of the detail you have yet to add. Looking foward to an update. Good luck!
Update time!
Imported and moving, obviously needs more finessing. The low-poly has been driven down to 14.5K and everything that needs to function is in.
Nice work getting it ingame so far.
[ame]http://www.youtube.com/watch?v=cCrqG2ltig8[/ame]
It looks funny when it moves on its tiny wheels which remind me furniture somehow, though it is a "feature" of the original concept
what are the chances I could take a look at your code (for the vehicle scripting/animating/etc. and such I mean) or that you could put up a tut on how to do this???
I use Fraps although it is a little resource heavy when it kicks in, so you might get some FPS loss, there are also a few minor qualms I have with it, but overall it works for me
in the series (stand alone complex) these things can jump crazy high so i imagine they would just jump up the rough terrain, jump over it or they do this kind of crab walk. Theyr crazy little things they have so many gadgets to get them out of situations obviously these cant all be done in unreal but im just trying to give you some background about the concept of the tachikoma
check this vid about 5 mins in shows them fighting in a forest which is kinda rough terrain
[ame=http://www.youtube.com/watch?v=n55hwhRlPXo]Tachikom fight[/ame]
However, I am planning to have a jump function, which is proving problematic at this precise moment, as well as a "FU" button for those times we all wish to rage quit.:poly136:
[ame]http://www.youtube.com/watch?v=MCV2v-jJOAY[/ame]
Love it man
C&C welcome, please be kind...or the puppy gets it.
From just a general art perspective I would say the saturation is really high on the blue. It looks very "out of the tube" blue... in painter's terms. Maybe tone back the saturation a bit. It also lacks anything that is making it "pop," namely some variations in the blue hue and some more dirt/scratches on the body. Honestly it feels like the scratches are there just because.. and not from normal wear and tear. Maybe pull some reference from some actual robot-type vehicles and check out where the most wear and tear is going to be. (probably around the lower shin areas and the wheels... and on the cockpit part where contact is made with humans getting in and out.)
Why?
I don't think the scratched up look works for this particular model, especially if you take note of all the Tachikoma reference out there.
As for the blue hue, that's a fair enough comment, shall see about sorting that out in the coming days. Not right now though. Roffotron must plug an adaptor into his rear socket and recharge, ready to take over the world tomorrow.
a desaturated greener tone might work nicer, use the AO bake as a mask to add a touch of saturation to the shadows and UV damage (the sun variety) in the paint work, and maybe colour bounce off the paint on the metal work.
block out the textures first, get each material type working roughly
i would start addign some base photo refed material textures in there first, layer the paint work ontop of that and get the materials rendering nicely first, some reflection mapping and gloss maps to get the metal looking substancially differnent to the (mabe matte or at least more plasticy) painted panels.
the metal parts inparticular do not have enough variation in them, some nice aluminium, titanium, variation with rubber, carbon fibre weave, kevlar etc details might help
once you have this, then think about wear n tear decals or painted details