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Z-71 Transport

Its really huge if you compare the windows and observation deck rails. A person is quite small to the overall size of the transport. It's meant to transport people from one air base to the next quickly. It has no need for landing gear since its clamped into place in the docking bay. When its time to depart the clamps release and it falls downward until it picks up speed and acends to the next destination.

Replies

  • tda
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    tda polycounter lvl 16
    It looks interesting, but if im reading it right it's puzzling from a technical standpoint. You chose to add counterweights which is pretty realistic idea given it's dimensions and you obviously thought it out, but then there's what looks like a giant turbine engine sitting sideways under the fuselage?

    I dont know if it's meant to be ventilation for the real engines underneath or just there because it looks cool, but if an engine were positioned like that the plane would either fly sideways or more likely flip over. If it is an engine the only way i'd see it working like that is like a old fashioned paddle steamer but airborn?
  • NautalusX
    I'm trying to make it look cool, and be somewhat believeable. The idea with the engines is to paddle air out of the ducts..which come out of all the engines including the two side ones. Though realistically it would probably never work. Theres supposidly two fans on each side of the main engine to suck air into the comparment. Inside of there, there's a paddle like fan that circulates it all and blows it out the back ducts. That vent on the top-back is meant as an intake vent as well.
  • NautalusX
    13,062 TRI
    2048x2048 AO
    2048x2048 NORMAL


    Hows it looking? This is a huge vehicle.. not sure on the tri count seems good to me.
  • rasmus
    I see lots of baking errors...
  • NautalusX
    Yeah don't know why either. My bake was set up perfectly tried for days on these normals, heres the bake file. Used Xnormal.


    can someone please help me? Normals never seem to bake right and I've followed a ton of tutorials maybe im missiing somthing small that im not aware of? idk. I'll try and bake with max maybe that'll do better.

    http://uploading.com/files/3798c3af/Z-71%2BTransport%2BNormal%2BBake3.max/
  • trancerobot
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    trancerobot polycounter lvl 7
    Hmm, I can't help ya, but I can suggest you try baking the AO in Blender to see what happens. Good work otherwise though.
  • NautalusX
    Hmm... the AO looks good to me. I can clearly see the problems in the normals though..

    whats wrong with the AO?
  • NautalusX
    I came out with a cleaner map after some bakes in max and combining them with xnormal bakes, it seems max is better at baking 90 degree angles than xnormal. I had to edit the topology and shading on certain parts too. Amazing how delicate the low poly is to affect the normal map, just one poly triangulated a different way can change alot.
  • NautalusX
    Thanks for all the replies. Here's a new update of it in unreal.
    01.png
    03.png
    02.png
    04.png
    05.png
    06.png
    07.png
    Transport8.jpg

    Stats:
    12,866 Tris
    2048x2048 Diffuse, Normal, Specular
    256x256 Glow
  • P442
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    P442 polycounter lvl 8
    the rust seems randomly all over the place. I'd pull it back a little and place the rust more strategically.
  • Snader
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    Snader polycounter lvl 15
    Looks like shit hit everything but the fan.
  • PatJS
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    PatJS polycounter lvl 9
    Snader's post made sense to me, and it looks like he was making a joke around a common phrase, not insulting the work. He's just saying the fan blades need more grime.
  • Jungsik
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    Jungsik polycounter lvl 6
    I agree, rust seems a bit random and repeated dots of rust
  • NautalusX
    Snader wrote: »
    Looks like shit hit everything but the fan.
    I took that as saying the fan is the only good thing on it. :P lol funny though, just maybe explain what you mean after the joke next time.

    I made the rust random and unpredictable on purpose, because thats how I thought it is in real life. I see what you guys mean though. Anything else I should be changing?
  • threehams
    Here's a rusted out 747.

    http://seoulbuffoon.blogspot.com/2009/10/first-commercial-boeing-747-gathering.html

    The body panels themselves are extremely resistant to corrosion - the metal between the panels oxidizes, and stains as the water carries it down. You're also only going to see rust spots where water can actually gather and pool, not on flat surfaces perpendicular to the ground.

    The texture also looks really blurry in the front for 2048x2048. I don't have UDK in front of me, but by default, it recompresses to 1024x1024 - the option to use a different compression scheme is buried somewhere in the texture properties (do a quick Google search and it should show up).
  • konstruct
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    konstruct polycounter lvl 18
    I think the problem is that the rust is too dark. It stands out on the white in a really harsh way. I think its more of a noise/contrast issue than anything else.

    to me it looks like the rust was placed with logic and because its all small it hints at a sense of scale and make the ship look f-ing huge..

    with that said, You might want to vary it a bit by having larger rusted out parts where you have large shapes intersecting each other.
  • NautalusX
    So I dug out my old airship and rendered it in unreal the best I could.
    Before the renders were showing my 2048 texture at half size.. Because I didn't set the LOD group to vehicle instead of world.

    266.png269.png
    268.png
    267.png

    I used 2 sky domes, ExponentialHeightFog, a DirectDomaninateLight, a PointLight, high quality light settings, and a PostProcessVolume.

    Is there anyway I can further improve my renders in unreal?
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