OK so I haven't posted anything I've been working on in quite some time simply because I just haven't had time for anything till now.
Just gotten back into the swing of things and I figured I'd try something I've been wanted to do for a while but just had trouble getting it right...till now
It's still a work in process, there are no textures yet and the low poly version still needs unwrapping before I can do anything with it.
The current render here is using Max 2012's Nitrous viewport driver (it's brilliant) with Photoshop grunge on top.
There are still a couple of problems with it, the top is a bit off and there are support bars on the back missing which i need to add, but for the most part i'm happy with my weekend's work.
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Make a texture of It with that army paint It had in the movie but this defiantly needs a scene to be pimped out in.
Edit:
If you could maybe give a guide to how you went about this, It would be helpful to the new comers to learn.
Also some flats would be good
definitely gona try and get it into a scene when i have the time possibly get the thing finished this weekend and get the scene started then. the army texture shouldn't be an issue either so that'd be pretty cool.
More to come
edit: see if i can get a quick guide made up some time soon.
Looks good man.
I've also unwrapped and textured the front wheels, with the plan on using the same texture sheet (half of it is still blank) for the rear wheels. The sheet is 1024x1024, i would of gone for smaller but since the wheels are completely out in the open, they need more detal than what would be used on regular cars hense the larger texture sheet.
[URL=http://img98.imageshack.us/img98/9600/tumblersheet2.jpg][/URL]
Edit: fixed the issue with the seems around the tire wall, its now a smooth circle rather than straight edges
Nice work there. I think you did a really nice work. I just wanted to share a couple of comments.
I think although the black base you did looks nice. I assume is a mix of grunge brushes to achieve the base black. I think you might want to add some more subtle textures that maybe arent easy to get from paint strokes like in this ref:
As now I feel its more just darker vs paler dark tones. but you can go a bit more in detail.
Also maybe desaturating the black just a tad, and using different gloss values for some areas might be cool.
And one last comment, I have the impression there is a lot of the "white scratch" brush all around maybe subtling it or removing it in some parts might give some punch as well.
Well I am being picky but hope it helps. As I said this is a very cool piece already.
The black render image i did doesn't actually have any textures on it, that was just a viewport render from 3ds max using standard materials with different diffuse colours, i just added highlights and shadows in photoshop for a quick look at what it could end up like
For the actual textures i will take a good hard look at each reference image and make sure ther are subtle differences in the panels as you say, also the first rendered image lacks details such as rivets and split lines so those will also need to be there
There's also a couple of nitpicks:
-front wheels have the outer 2 rings of bumps offset about half a bump
-rear wheels outer bumps have some small ridges leading from the shoulder down the sides
-the rims also seem a bit off on the rear
-missing the zigzag under the windows
-a bunch of the hydraulics could stand to be a bit thicker
This is all about the HP btw, I figure the LP is still heavy WIP.
done some more on the high poly, looked at the points raised by Snader, also added in a few more details it was missing. I think now, i just need to sort the roof out, its still off, and get the rear wheels sorted more. the tread still seems a bit too thick and the raised sections don't come up far enough.
Lastly, the jet thruster needs the vector panels adding.
oh and woops, it's still missing the zigzag under the window, knew i'd forgotten something.
pics:
I'm now going to be working on the low poly, lining it up to match the high poly as i've made quite a few changes since i made it, and then eventually unwrapping the whole thing.
The rear tires still bother me a bit, but i think it's just because of their "cleanlyness" ion the high poly renders, with a bit of grunge and damage around the edges of the rubber it should look ok.
I´m pretty sure, that most of the little details that seem to stand out and dpmt not seem 100% right, are due to the fact that you miss them almost completely on the real tumbler, due to its color and how details, shadows and reflections get absorbled into the mat black, as opposed to the grey default on the model.
Ive been swapping back and forth from this and photos on google, and the only thing I can spot that seems off, is the rear suspension springs. They look like they are too thin/narrow, and too far inwards.
But as I said, that might just be the colors and lighting playing tricks on the eyes
the front wheels total at 900 tris each.
However the rear wheels are a bit more poly heavy, they have no "inner" polys where the two large wheels meet on either side, but they each have a hubcap thing and caps on the inside. Each Super Swamper wheel is at 1700 tris, with the 5 spoke hubcap at 580 tris, so roughly 8000 tris for the full rear wheel section.
Oh and i'm also on the way with an environment for it too, thought long and hard about where to put this monster, and i've settled on Lower Fifth from the first film where he's out-running the cops. Should be able to get some nice shots from that scene i hope The body of the tumbler is also almost finished on the unwrap side, just need to squeeze in more space, although i've now decided to set it using 2x1024 maps and 1x2048 map, the 2048 for all the large visable areas, one 1024 for all the small stuff like hydraulics, guns and suspension aswell as all the flappy bits all over it, and the last 1024 being the wheels.
However, i've run into a slight problem. As you can see from the images below i'm using alpha's for the road markings/vents/swers and wiers etc. But, once i build the lightmass, the alphas will fade to complete black as they get further from the player's view.
Anyone know the cause of this or how to fix it?
pics for comparison:
No lightmass
lightmass
something strange going on with the yellow lines on the road from the lighting though.
Becomes very brown in the brighter of the two pics.
- i r need learn reading! /flings pooh in random directions and runs off
But anyway, figured since i posted a quick pic of it before, i'd post some more improved shots. It's all based on Lower Wacker Drive in chicago, will probably post reference pics tomorrow.
still quite a lot to add, next up are some water barrels at the on/off ramps followed by piping and wiring on the walls to fill the area in. Currently the on/off area lacks any kind of focus. There's also the concrete walls on either side of the road along with litter and other additions.
here're some pics:
What's that? He's better than I will ever be? Well, in that case... This is fucking sick dude. Not only do you have a slammin' vehicle but a nice flushed environment to go with it. One thing I noticed: I see that the lights in the ceiling pieces are just emissives in the texture. Are there going to be fixtures with wires or are you just going to leave it as glowing concrete?
Regardless, keep going with this. Very, very cool.
@suburbbum Definitely! Yeah i'm planning on creating yet more alphas for a series of wires that i can line up with the lights. The cieling will also be quite full in places with pipes and what not, the real place it's based on is quite varied with whats around, some places its bare concrete, others is a mass of cables and girders, so i'm going for both in and around the scene.
But yeah definitely gona have some wires to tie things together, maybe even have some hanging down a bit lose on the walls or in the center.
not sure about the change from the orange hue to the yellow, i actually did it by accident messing with the environment overal colour but personally i prefer the more orangy hue so will probably change the lightning back again, or as close as i can get it.
Here is my suggestion if you don't mind
Great work, would love to see more !
@Dr Stench i'm pretty much using every picture of the tumbler i can get my hands on, but i'm not basing it on any blueprints at the moment. It's at a point where it's all looking right by eye, but there are still areas where the plates just aren't in the correct position or there are bits missing here and there (one example is the air intakes behind the cockpit infront of the rear wheels, which will be addressed on the low poly with some modular pieces) so i'll amend any more areas as it goes on.
@chrisradsby well, i have been looking at the scene and thinking it'd look nice as more of a bluey hue, however the area the film is based on in chicago and especially during the night, is bathed in a very saturated yellow/orange glow:
in the film's not so much, but they still have a definitive yellow hue to the area, which is why i've chosen to keep the colour as close to that as possible. As i say, i think it's too yellow though and not orange enough so i'll be changing the lighting around to best fit the scene.
edit: wow looking back at my previous pics, i think they'd benifit more by being even more bathed in orange, cheers for the pic Illybang
Maybe looking at Gran Turismo 5 would be good? They have some tunnels in there.
http://www.youtube.com/watch?v=GmO1MF9gQeA&feature=player_detailpage#t=56s
I quite like this one as well contrasting green with orange.
Just throwing ideas out there
still not sure which i like, although i can change it on the fly as it's just the post process volume.
i totally agree with this. it just 'feels' the most batman to me personally.
Oh, i also figured out why the pillars were so dark on the previous shots....UV channel 2 FTL.
I've thought about possibly using cloth for it, but i'm not sure how that'd affect the wire if i want to make it use a 3D mesh.
I havn't done as much as i'd hoped in this recent update, however i have added more signs in the center area, and also added some pipes (still needs more though) I've also created an FX material that sharpens the mid-ground of the image used in the post process chain. playing through it it's looking pretty nice.
here's the thread i used for this: http://www.polycount.com/forum/showthread.php?t=78153
Anyway, I prefer the more cold colors lighting, but I'm a sucker for blue, so!
Amazing progresses, loving this, I'm sure it will give a great final scene.
@Barnsey Yeah i'm looking at it now and i'm torn between the orange and the blue, the blue makes it more believable, and i think i may end up going for something like that for the final finished piece, depends how the tumbler sits in the scene with the blue hue. Also, the large open area is intended to be a sort of junction/U-turn area aswell as on/off ramps, still got some more road markings to make, and possibly some pavement islands.
hoping to get the remaining pipes and wires in tonight, then onto more things like barriers barrels etc and the markings on the floor.
Another thing i need to change is the ambient lighting provided by point lights, it's way too bright in sections, especially down the tunnel stretches as apposed to the on/off ramp section. So i'll tone down the tunnel lights and ad in some low brightness ones for the mid section. Think i'll also reduce the tone mapping amount in the post proccess, bring the brightness of the whole scene down a touch.
Finally it still needs boxes, litter, barrels with possibly a fire particle system, it also needs hanging or loose wires and hanging drape or cloth in some part of the environment (don't know why, i'll find out once i've put it in).
Maybe greenish tint with yellow/orange lights? A bit more contrasty wth darker shadows? Oh yeah don't forget to add a vignette, it helps bring more depth to the scene.
I think you have something really sweet going on, but you should def think more about the lighting even though you're working from reference.
@Chrisradsby Yeah i get what you're saying about the overly orange hue. The orange is now coming from a mix between the post-process and the actual lights, but something i'm going to try is having everything set to white, lights and post process colour adjust, aswell as any baked colours in the textures, and then mess around with the lighting there. Going to have a look at a more blue/green approach give it more of a "crysis" feel rather than what the film shows. I know this will eventually make the map look far different from the film references, but it's something i'm considering.
It definitely does need a contrast between the lights and the surroundings and i want to bring out the individual colours of the seperate parts of the map, especially the reds and yellows of the barriers. The graffiti will help to even things out alot here aswell.