Recent modeling
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Re: Recent modeling
Posted by pepper on Fri Dec 2nd at 11:09pm 2005


I havent showed any of you my modeling work, im rather proud of it though. Most of it is still work in progress if it ever will be finishd. Here are a couple of screenshots to show.

user posted image

This is a ford sierra, made in G-max and not finishd yet. Im trying to figure out how to texture it(im the worst uvmapper in the world) and how to compile it to Half-Life 2. Though im also thinking of creating it for GTA.

Same go's up for my other car, a renault laguna, this started out as a learning project using a for me new modeling technique, i started out with a plane and then extrude the edges onward from it. Since then i really fell in love with this car, it has something about it that makes it look evil.

user posted image
user posted image




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Re: Recent modeling
Posted by Finger on Sun Dec 4th at 4:04am 2005


Looks like a good start pepper. Can't wait to see a texture on those thing. Looking at the wireframe of the second car, it seems like you could possibly optimize some of the large, flat surfaces even more - specifically the roof. I'm no modeling guru, though and don't really know what poly budget you are at. Anyway, looking great - makes me want to get back into modeling!!



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Re: Recent modeling
Posted by ReNo on Sun Dec 4th at 5:39am 2005


Looks neat man <img src=" SRC="images/smiles/icon_smile.gif"> I agree with Finger that there is room for a little optimisation - most of the polys on the roof aren't serving any purpose, the odd seemingly pointless vertex - but it doesn't look like you've gone crazy on polycount or anything that makes it a big deal. The interiors seem a bit TOO hollow (ie. all the walls seem paper thin), but I guess that isn't your focus here. Overall shape looks nice, and if you put in some not-too-see-through windows to obscure the interior you'd get away with it I'm sure <img src=" SRC="images/smiles/icon_wink.gif">

I'm sure gmax and 3dsmax have their differences, but a quick search turned up this seemingly good unwrapping tutorial...

http://waylon-art.com/uvw_tutorial/uvwtut_01.html

I've used another one when I was unwrapping my car model, and I still have it on my computer, so I can send it to you if you like. It was very useful for me, so I guess it might help with you in gmax too.






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Re: Recent modeling
Posted by pepper on Sun Dec 4th at 2:07pm 2005


Yes, there is indeed room left for optimization, though i havent got around that yet.

The ford is a shot applyed with a meshsmooth with a subdivision of 3. So it is roughly 40.000 polygons. Though when i'l be importing it into xsi it will be between the 4000-5000 polygons including wheels.

The interior isnt finishd yet since i need to design a rolercage for the safety of the driver. Imagine it as a rally version, those are also stripped down.

i've been thinking about the no-see-through windows, though i believe it would be nice to see a dashboard when driving.




RUST Gamedesign
pepper design

The strength of the turbulence is directly proportional to the temperature of your coffee.



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Re: Recent modeling
Posted by ReNo on Sun Dec 4th at 2:36pm 2005


I agree, thats why I said "not too see through" :P Keep it transparent, just not so transparent that you can see through the entire car clearly.






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Re: Recent modeling
Posted by Y2kBen_2000 on Sun Dec 4th at 7:48pm 2005


I don't nderstand why most first time modelers always want to model a car. I still remember my old DGA 2 class, everyone except me was modeling some kind of concept car. I, on th ither hand, was working with the modeling of ships and a nicely detailed mech that I never got around to finishing.

Anyway, the cars look great. But I wish modellers would pull away from the whole car ideas and get into somthing a little more origanal and unique to the person.



You know, I've actually got nothing to say



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Re: Recent modeling
Posted by French Toast on Sun Dec 4th at 11:54pm 2005


For me, the allure of the car was that there are so many tutorials and sites dedicated to it, that you'ld be able to find easy help if you needed it.




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Re: Recent modeling
Posted by fishy on Mon Dec 5th at 12:30am 2005


my first models were simple black tiles with the alphabet on them, that were used by an amx plugin on a giant scoreboard. it took me over a year before even thinking about something as complicated as a car.

i was lucky that i had a good amx plugin coder that wanted simple models for his tfc server. knowing that the models were getting put to good use gave me all the insentive that i needed to keep plugging away at it. i've seen a lot of promising talent posting models here, and i know that if others had the same opportunities as i did to have their work used, there would be even more talent coming through.

so kudos to anyone with the patience to learn how to model when they have nothing/no-one pushing them. (i had crazy joespizza that kept asking if i could maybe make a [insert more complicated stuff here] )




i eat paint



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Re: Recent modeling
Posted by pepper on Mon Dec 5th at 12:39pm 2005


I've been modeling for a good 2 years now, and for what i have experienced in modeling is that cars are the hardest to get right. I created dozens of em and only those 2 above are worth showing.

And offcourse, its just fun to model and you can always use it in multiple games, racer, GTA, NFS etc.




RUST Gamedesign
pepper design

The strength of the turbulence is directly proportional to the temperature of your coffee.



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Re: Recent modeling
Posted by Y2kBen_2000 on Tue Dec 6th at 3:12am 2005


I like the models, but I'm just stating that I'm tired of seeing so many car models flood the Internet. Just the fact that there are so many car tutorials should be proof enough. I only wish that there was some more unique models than the old car model. But I'm going to contradict my own satement by say that modeling is an expression of the heart. If you created a good looking model, most likely you've spent alot of time and effort into it. You build that of which inspires you.



You know, I've actually got nothing to say



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Re: Recent modeling
Posted by pepper on Wed Dec 7th at 4:05pm 2005


@reno, thanks for the tutorials, they helped me quiet a bit with what i already knew, i can now uvmap my models. There is only one problem left, how do i get my uvmap to a .bmp? There isnt any info on this.


RUST Gamedesign
pepper design

The strength of the turbulence is directly proportional to the temperature of your coffee.



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Re: Recent modeling
Posted by pepper on Wed Dec 7th at 8:40pm 2005


Some images in this post have been automatically down-sized, click on them to view the full sized versions:

I've found it out, i suppose.

I need to make a screenshot of the uvmap and crop it up before i can do anything with it, there seems to be no exporter to a pictureformat or something. It seems max also suffers from this and uses a 3rd party plugin called texexport.

Well, here is the result of a couple of hours modeling, a helo tower for flightsimulator, still finishing of the small tads and bits of it. And yes, that is a Cessna 172 Single prop fixed wing aircraft.




RUST Gamedesign
pepper design

The strength of the turbulence is directly proportional to the temperature of your coffee.




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