OddEyes: Thanks You are right about the nut at the front, going to take a few poly's off it, also about tri's count I figured 30k might be a good number.
As S_ource said some car games have huge polycounts, but that is games where the car's are the main attraction also getting the reflections looking right is important.
I am going for more a military type of paint job, also I am looking as this of more a secondary asset in a bigger game, like the vehicles in borderlands.
Yeah i think they might not even use normalmaps for cars in that way in "clean" car games probably because of performance due to texture space and maybe draw calls. And also as Strom kind of mentioned they want good shapes and i guess that it would require a pretty huge or many normalmaps to get same smooth quality.
And to not hijack you thread to much ,
Nice stuff Strom, digging your texturing but i'm wondering why you did not put the stitches on the bicycle weapon in the normalmap?
I think that some car games have between 500k and 100k, but i guess that car games got less detail in the environments.
Do you have a source for this? I would believe 50k-100k, but anything beyond that seems wild. I work on a AAA title atm, and we can not have more than 800k tris on screen at the same time, so having 500k for just a single car seems high.
Well there has been a reported polycount of 1 million for the cars in forza, but I have read different things, but they are definitely over 100k.
Quote: "let’s just throw some numbers out there. All of Forza 4′s cars have a polygon count of over 1 million, a huge leap of Forza 3′s 400 000 polygon count."
Done with the bake, some small errors but those will get fixed before texturing.
The main body uses a 4k map, wheels 2k map and interior 2k map, it's bigger map sizes than what I planned for, but I will see if I can reduce them later on.
Update on the texture, mostly trying to figure out what colors I am going to go for, I like the base colors now, have not got into adding details and interest yet.
This is looking awesome! But I think the gun got a bit too much scratches and dirty. I also feel that the insignia gonna need a more spec to pop better. keep at it
SveinY: Thanks mate Made the insignia marks pop more in the gloss and diffuse, also removed most of the dirt on the weapon might look into taking the scratches down some.
Since I will be gone for a few days, I wanted to post this before I leave.
First a update on my scene, need to redo a few things particularly the sandbags and the wall texture.
This is something else I have been working on, I have wanted to do a weapon for the new wolfenstein game, so I picked this concept, I like the bulky look of the weapon also the blue orange color scheme.
This is the highpoly, mostly the back where the sight is left.
I try and not look to much as what is already in the game, cause that would take the fun out of it, I find it interesting to see what people can do with the same concept.
Snefer: Thanks
I did have that image in my reference sheet his model is great, but I tried not to look at it
since I did not want to be influenced by it, just seeing what I would do with the same concept.
So lowpoly and uv's done, need to do a few more tweaks to the bake some wonky places still.
I tried to really focus on spending most time and triangles on what's nearest to the fps cam.
It sits at 14.5 k triangles, which is close to what I was aiming for.
So since last time, I got a new job at EA Dice, great place to work.
And also 3D took a bit of a back seat at home when I started to learning programming.
Started on a new project, of a building I have wanted to do for some time.
The concept is for Defiance by Peter Han I believe.
Here is where I am at the moment, in unreal 4.
Most of the highpoly pieces are created, so this is them decimated down, just to get them inside unreal while I replace them with the final objects.
Dynamic lighting only now, depending on how it turns out I might do lightmaps for static lighting.
It's still missing some objects, also the proportions are not quite right, like the building is taller and has a sharper roof curve.
More objects replaced, also been messing with the lighting.
Not sure if I should mimic the lighting from the concept, since I think it has some cool artificial lights there and also the neon sign, which might look better with a more dusk or night scene.
Also a scene I was working on some time ago, that I did not show here.
I kinda lost steam on this, did not have a solid plan and did not really get anywhere, but any critics are appreciated on it, since I will possible revive it.
Update on this, have about 5 objects left to uv and bake, then I will start texturing.
Thinking about making it a rainy night scene, we will see.
And a rain material inside unreal 4.
Chris: My uv's are not laid out "right" and I was going to go with another uv channel, before I gave this one more try.
What I did is use the WorldAlignedNormal so I don't get any seams, then I multiply a vector3 for direction and the time node and add/multiply that with the absolute world position.
I can post the graph later.
R/MachinePorn =D You use painter for texturing right? I would just paint in the panel lines. It seems like too much work for very little pay off to actually model them.
Replies
As S_ource said some car games have huge polycounts, but that is games where the car's are the main attraction also getting the reflections looking right is important.
I am going for more a military type of paint job, also I am looking as this of more a secondary asset in a bigger game, like the vehicles in borderlands.
And to not hijack you thread to much
Nice stuff Strom, digging your texturing but i'm wondering why you did not put the stitches on the bicycle weapon in the normalmap?
MichaelElphick: Thanks, it is actually from fallout 3, I only watched the first season of lost, got a bit to crazy after that
Do you have a source for this? I would believe 50k-100k, but anything beyond that seems wild. I work on a AAA title atm, and we can not have more than 800k tris on screen at the same time, so having 500k for just a single car seems high.
Quote: "let’s just throw some numbers out there. All of Forza 4′s cars have a polygon count of over 1 million, a huge leap of Forza 3′s 400 000 polygon count."
http://egamer.co.za/2011/10/forza-4-vs-gt-5-a-visual-comparison/
The main body uses a 4k map, wheels 2k map and interior 2k map, it's bigger map sizes than what I planned for, but I will see if I can reduce them later on.
Critics are very appreciated
I really want some critics on this before wrapping it up, so whatever you have to say don't be afraid to say it
Was a nice project getting to use 3d coat more for some sculpting and retopology also try out toolbag2 using the metalness mat workflow.
Now that it is released I can show some of the stuff I have done
Awesome job with the art, you've grown so much as an artist the past year , and this is just the beginning! Be proud!
I'm very proud of you, keep wearing Svein's thongs! go go go!
Thank you for the kind words
This is indeed just the beginning.
Always
If anyone could tell me who made the concept that would be very appreciated
Using substance designer and the substance plugin inside unreal 4 for this, planning to release all those to the public when I am done.
Concept:
Scene:
Since I will be gone for a few days, I wanted to post this before I leave.
First a update on my scene, need to redo a few things particularly the sandbags and the wall texture.
This is something else I have been working on, I have wanted to do a weapon for the new wolfenstein game, so I picked this concept, I like the bulky look of the weapon also the blue orange color scheme.
This is the highpoly, mostly the back where the sight is left.
I try and not look to much as what is already in the game, cause that would take the fun out of it, I find it interesting to see what people can do with the same concept.
Feedback is very appreciated
I did have that image in my reference sheet his model is great, but I tried not to look at it
since I did not want to be influenced by it, just seeing what I would do with the same concept.
I have also been working on this, since I was not happy with the texture I ended up with originally.
Feedback is very appreciated
I tried to really focus on spending most time and triangles on what's nearest to the fps cam.
It sits at 14.5 k triangles, which is close to what I was aiming for.
Would you care to show the textures?
Here are the textures, almost a year later xD
So since last time, I got a new job at EA Dice, great place to work.
And also 3D took a bit of a back seat at home when I started to learning programming.
Started on a new project, of a building I have wanted to do for some time.
The concept is for Defiance by Peter Han I believe.
Here is where I am at the moment, in unreal 4.
Most of the highpoly pieces are created, so this is them decimated down, just to get them inside unreal while I replace them with the final objects.
Dynamic lighting only now, depending on how it turns out I might do lightmaps for static lighting.
It's still missing some objects, also the proportions are not quite right, like the building is taller and has a sharper roof curve.
My plan is to do all the objects with normal maps only before starting texturing, so I can do all the texturing at once.
Not sure if I should mimic the lighting from the concept, since I think it has some cool artificial lights there and also the neon sign, which might look better with a more dusk or night scene.
Also a scene I was working on some time ago, that I did not show here.
I kinda lost steam on this, did not have a solid plan and did not really get anywhere, but any critics are appreciated on it, since I will possible revive it.
Thinking about making it a rainy night scene, we will see.
And a rain material inside unreal 4.
If all the UVs are laid out in the "right" direction. It could just pan along the UVs as well. Or a second UV-map.
Chris: My uv's are not laid out "right" and I was going to go with another uv channel, before I gave this one more try.
What I did is use the WorldAlignedNormal so I don't get any seams, then I multiply a vector3 for direction and the time node and add/multiply that with the absolute world position.
I can post the graph later.
Update.
Done a bit more work on this, changed back to a more dusk lighting.
So update time.
So think I am close to being done, a bit more polish, material work it should be good.
Used substance painter/designer for all my textures.
A bit daunting this one, but got to push myself
From this concept, by www.karakter.de for Killzone: Shadow Fall.
What I have so far, not sure how I am going to do the panel lines, model them in or paint them into the normal map.