Howdy!
I'm new here, i've been fairly active over the years on various websites and always lurked here but felt my work wasn't at a level that I was proud enough to show you guys. I'm very impressed with the amazing level of work here and its incredibly inspiring to see so many people at a great level in one place.
My current project is part of an ongoing show-reel, I have about 5 pieces at various stages of completion and as part of my degree this piece needs to finished by Tuesday. I've put several weeks into this and im quite happy with it so far. The vehicle is going to be part of a game trailer I am working on with fellow students, details to follow.
The basic idea is a Humvee, i originally modelled out a 1.4million polygon high poly version, then crunched this down to a mid-poly 70k model. (including 5 wheels and an interior + the main gun) I then baked out the high poly details onto the low poly mesh and textured it up accordingly. It is almost finished, however i have to texture the Seats and spare wheel. I am currently working on an environment to put the Humvee in for my final render.
High Poly Model:
Low Poly Model:
Low Poly Assets:
Current stage of texturing:
I would love critism, i will make an effort to act on any constructive critism as always. Any questions too, give me a shout either here or on PM!
Thanks, Scott.
Replies
@Frell, is there any particular position you think would perhaps show me model of to its full potential? I am currently working on an abandoned aircraft hangar to put behind the model to give it some kinda of context.
@Orgoth02, Thanks dude, the brown bumpy normals around the arches are Mud, the spray from the mud hitting the surface of the metal. Which area was it in particular that you thought looked too noisy? Im more than happy to revisit that area, ive set aside at least a day for tweaks. Rust, yeah, i think it could definately do with some rust, im with you on that one too. More progress will be posted within the next day (its 3.30am here in the uk)
I would like to add that the field of view is a bit to high for my taste, the perspective gets distorted.
I like the mud you have added nice tough, but it might be to noisy on the tires.
Also would be nice to see a wireframe of the humvee
(in an effort to answer questions posted:)
The piece is rendered in Marmoset Engine with no post processing outside of the engine. Its an amazing system, best £30 ive ever spent.
I have changed the FOV, and id agree that it definitely makes the render look alot better, as do the differences in camera angles you guys suggest.
The textures are both 2k and 1k textures, 5 or 6 of them. I wouldnt usually put this amount of detail into an in-game model, however im trying to get the balance between real-time and realism.
Thank you so much for your help, here are the latest shots, any input as always is greatly appreciated.
Turnaround render.
I have fixed the problems mentioned above, and also improved the headlights using 6 lights and a projection map.
Here is the final thing: [ame]http://www.youtube.com/watch?v=ZBjP-2ptS8s[/ame]
And here are a few wires:
Thank you all for your help, i will be moving onto another piece very soon, so watch this space!
*EDIT* Just got fronted over on 3dhit.co.uk, pretty chuffed.
I think I see a few really simple ways to save a lot of polygons, but I can't quite focus with the complex rendering style and the triangulation.
You asked and i have delivered!
I cut lots of polygons out over the weekend, 20k to be exact, its now down to around 60k polygons. I think im done with it now, im aware that its not low poly enough to be considered a game prop, however all of the interior is modelled and the framework/exhaust is also modelled. 60k is about as optimised as i was able to make it without losing the quality of the work.
The work is actually intended as part of my showreel, its a show piece. Ie its not going to end up in a game, just as something pretty for the start of my reel.
Im glad that you guys like it however, "Funky Fresh"
Erm, the branding is just to get my name out there, im aware that I repeat my name several times through all of my work, but I want to make sure that Scott Homer sticks in the mind of anyone watching my work.
On stuff like the the Door cross beams, and the center of the the axels and the little stuff like the small light below the the fuel cap, would it of been better to normal map that since it didn't add to the silohette?
Jerermy Lindstrom said banding... not branding..
Cutting the sides in half and removing those loops would easily save you about 4K polygons. Now you might say it's only 4K - but that's still about 7 percent of your budgets for some fairly simple optimizations.
One other thing, close to the wheels, are the wheel wells which come off awkwardly angular in comparison to the wheels.
@Killnpc - Thanks dude!
@ Snader - Great advice, i reckon following this i can easily half the poly count. Ill post up updates as and when i can.
@Mikezoon - cheers
thanks so much for the great advice, i really appreciate it! Once university is out for christmas (next week) i will definately push this piece to get the poly counts right.