Hello boys and girls,
I've made a model for a school assignment- I call it the Hoverhog. It's based on a concept I drew up a few years ago. It's my idea of a retro hot-rodding of a hoverbike in the near-ish future; somebody's taken an ancient Fat Boy and made it fly! I plan on rigging and scripting it to work as a custom vehicle in UDK later. Here are some renders:
I still have to make the chrome material in UDK, as well as working on the diffuse (the screen will have an animated texture). I mirrored the model to save time and UV space, as well.
What do you think? Crits welcome. I also plan on adding some streamers to the handles and back vents (think of those strips people put onto AC units).
Replies
I'll post more in the morning.
IT CAN HAS RIBBONS NAO!!! Woo! Now to work on scripting it as a vehicle...
So far, I've modified the mesh target, physical materials and camera (I think). Any help would be Awesome!
Cause I forgot the image.
mechanically im not sure how it works... the front vent/wheel appears to function the same as the back (im guessing) but the front one has no real attaching parts to the engine to operate like the back one would. but you might be too far into this project to remodel that kind of crap now.
Whoops
Nope, I didn't change the texture, at least not that much. The first renders are from Maya and the one with the streamers is in the UDK engine. The chrome looks a lot different because I used reflective shaders (I think it was blinn + world material + something else) with a skydome in the Maya version. In the UDK one I used a metal texture with a really tiny and blurry cubemap texture (I can post the material chain if you're interested).
Mechanically, it's pretty simple. The only moving parts are the forks and the front hub. The forks turn it up, down, left and right, and the hub rotates up and down with the fork, depending on if you're ascending or descending.
Need halp on the coding though. I think it's either the physics of the skeletalMesh or the code itself.