I just finished this thing about a month or so ago and figured i'd post some shots of it up since i just got around to putting it on my site. I worked on this for 2dawngames
http://www.2dawn.com, they are creating an over the top apocalyptic mad max style FPS game called ravaged running on UDK. I did all the modeling, uv's, baking and texturing for this thing and wanted to share, In total i created 3 variants although i'm only showing 1 of them currently.
In total I didnt have a ton of time on the texturing on this thing, I spent a total of 2 days for baking and texturing but i'm still pretty happy with how it came out
there are a few more test shots on my site of it in unreal although the lighting and post and all that isnt final
http://polygoo.com/vehicles.html
Replies
I have to say you're pretty much my biggest inspiration when it comes to hard surface.
Reminds me of all those Libyan technicals on the news of late.
Any chance of some flats?
this was looking badass still at no-diffuse stage
then the textures.. BAM!
this is the best car ive ever seen
Ill second this. Amazing work, would love to see flats if possible.
[ame]http://www.youtube.com/watch?v=kFQg2qMWAps[/ame]
edit: model looks ace ofcourse, and 2 days is a really darn fast turnaround.
Defiantly want to see, hear and hopefully play that game!
@sltr0lsson about a 1 - 2 weeks or so for high poly and sculpt pass. For the textures, I definetely wanted that mad max look but mad max looked a bit dated today so I tried for more of a death race/ mad max look. My original pass had a different color scheme but I ended up going with the more stealthy black/red. As for technique Its always a mix for me, I use photo source on stuff like rust, and larger splatters of dirt, but for more local custom dirt its painted in. In the end its the layering of both that gives the impression of being realistic but still having some style at same time. Thats typically how I work, I photosource in areas where photos are great, and i paint in areas where painted is great, in the end I try to use the benefits of both, to in hopes come to a heightened level of realism but not 100% realism.
@moof yea good point, the thing is though in render they look weird but in game they blend really well with the terrain helping the integration. I think if i were just going to show this in max I would keep them cleaner so thats more of an in game tweak.
@snow rendered in max viewport, Xoliul shader
@ariofighter thanks man, I do my best, honestly by the time i'm done with something I kinda hate looking at it as all I see are flaws, its always great to hear positive positive feedback like this. For me you never really say something is done, you really just say your done working on it hehe, if I were to go back i think i'd add some more localized paint chips, i kinda wish i had done that. Its always tough to not forget to go back and look at your inspiration to see if you missed anything, I think thats one thing i missed.
@kitteh, yea in these shots they shocks are prob almost fully compressed, so in game it rides a little higher actually, that was prob a mistake on my part when taking the shots in max. I see what you mean though, they prob could be a tiny bit smaller. for the texturing its a big mix, i went over my workflow a little above ^
@ everyone else, yea i'll get some more shots together and wires and stuff. I'll show the bakes as well so you guys can see how much the normal is doing etc..
Thanks again everyone
Aww, images aren't showing up anymore! Too much traffic on your site, or is it just me that's having problems?
It looks fantastic BTW! I just came back to have another gawp at it!
to utilize cgtextures more
well done! :thumbup:
I feel so humbled when I browse polycount.
Hehe, exactly what I was about to say mate
Great job on the car model, really great.