View Full Version : Game Art Challenge #10: Hover Scout - Chain gun turret
andrewley 09-25-2004, 04:46 PM Not sure if this design is possible given the poly limit but I'll have a go anyway.
I've not looked at everyones designs so I hope I'm not doing anything similar...anyway...
http://img78.exs.cx/img78/4923/HoverScout.jpg
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ninjacore
09-25-2004, 05:07 PM
nice lookin concept!
AndyH
09-25-2004, 05:26 PM
Wow! Cool concept!
Looks very 'techy' and realistic.
vrapp
09-25-2004, 06:54 PM
Wow, now that's a cool concept! :)
I think you can pull it off, the polylimit shouldn't be that much of a problem for this model.
andrewley
09-25-2004, 07:24 PM
ok - this is where I'm up to after 2.5 hours modelling (I'm gonna time this project). Its just over 2600 so its gonna come close to the limit when I do the engines, and I've not even thought about the pilot.
http://img79.exs.cx/img79/5091/s01.jpg
JoeB2C
09-25-2004, 07:29 PM
WOW, awesome work man, I just love that seat. One thing though.. I'm not sure if the gun is big enough...
hanzo
09-25-2004, 08:10 PM
andrewley, na dis is what I want to see, wicked work ma man! ok concept, but the 3d wips make this entry really kick... 2600 tris not bad, I'm sure you'll make the poly limit figure somethin out! :twisted:
andrewley
09-25-2004, 08:39 PM
ok heres another 1 hours worth - engines added and started averaging normals (3542 polys)
http://img19.exs.cx/img19/3350/s71.jpg
andrewley
09-25-2004, 08:49 PM
added side fins on tail....damn....how am I supposed to model a decent pilot with less than 1000 polys?
http://img13.exs.cx/img13/248/s62.jpg
Wow, amazing, not sure how well it would work in reality :P but definately a good idea.
Obi-one
09-25-2004, 09:06 PM
awesome concept :thumbsup:
andrewley
09-25-2004, 10:10 PM
Don't laugh - he's only 600 polys.
http://img36.exs.cx/img36/9828/s04.jpg
Oldbean
09-25-2004, 10:46 PM
Ha ha ha, (too obvious? :shrug: )
Lookin good but there's still optimisation that could be done on the hover thing. That should free up some polys for your pilot :thumbsup:
Devised_Poly
09-25-2004, 11:21 PM
Looks like it could be from Star Wars. The design is really nice, however, there is one thing that doesnt feel right. It seems a bit top heavy. Either the chair is too big or the chasis is too small. Cant see it taking any hard turns the way it is now. Nice start though, I think it will look really nice when its done.
andrewley
09-25-2004, 11:39 PM
Thanks for the crits everyone. I've just had a break and come back to it and I really don't like how the engine wings are looking. Think I'll have another go at them...
DeathTrip
09-25-2004, 11:44 PM
Looking good. Looks true to the concept.
I'm also down to 1000 polys for my driver.
spudmonkey
09-26-2004, 01:21 AM
Very nice and original too :)
I managed to squeeze one of my monkey pilots into a trim 476 triangles, so it is possible. Just cut corners where you can and rely on textures where ever possible. It might be better to stick a helmet on your pilot to cut down on the number of triangles required in the head as that's often where most of them get eaten up. You've got an extra 300 polys to play with though, so you should be able to get a good level of detail, unless you need some elsewhere on the ship?
kickrocks
09-26-2004, 08:06 AM
Awesome work so far :) god I wish I could model as fast and quick as you can hehe. My only crit would be that the gun could be a tad bit larger...
ok heres another 1 hours worth - engines added and started averaging normals (3542 polys)
I know I'm gonna get made a fool by asking this, but it has me confused. I see with that post you have 3542 polys. Doesn't that make it out to be 7000+ tris when u triangulate the mesh? Or are you already taking that into account? If so sorry and i'll just crawl right back into the hole I came from :D
(asking cause if so it will effect my mesh for the comp)
andrewley
09-26-2004, 09:10 AM
I know I'm gonna get made a fool by asking this, but it has me confused. I see with that post you have 3542 polys. Doesn't that make it out to be 7000+ tris when u triangulate the mesh? Or are you already taking that into account? If so sorry and i'll just crawl right back into the hole I came from :D
Go back to your hole! j/k Its currently at 4200 tris :)
kickrocks
09-26-2004, 09:47 AM
Ok so you were factoring in the tris, im a newb :D .... Just had to make sure. Thanks alot, keep up the good work.
AndyH
09-26-2004, 01:18 PM
Looks amazing - really quick work too!. Nice looking pilot for the polys youve used - the shape is spot on.
One thing though - for a minigun, it will use up LOADS of ammo really quickly, and being as this things only weapon is a minigun, it seems very odd that theres no apparrent ammo feed or supply in your design.
Great work anyways.
andrewley
09-26-2004, 01:20 PM
cheers Andy - you're spot on about the ammo supply - I'll have a think about that. I have a few polys left to play with and I think I'll have some more once I redo the engines
andrewley
09-26-2004, 02:38 PM
http://img60.exs.cx/img60/3540/PilotConcept.jpgok here's the pilot concept - hes gonna be pretty basic due to the poly limit. I roughly modelled him first to see what shape I could come up with and this is to define a few early features.
Noristu
09-26-2004, 02:40 PM
Looking awesome there, some superb modelling. To save a few poly's maybe build the helmet into the seat. A sort of wrap over style. Possibly a cross over belt with a largish console on the front to try and save a few polys here and there.
Dargon
09-26-2004, 02:44 PM
Looks a little like a ninja to me ;)
Are you going to be using normal maps? With the pilot so low poly, it can make a big difference if you can add the detail in with the normal maps. The rest of the vehicle, you could probably just get away with the photoshop plugin to get the normal map style to carry over to it, in which case it wouldn't add too much labour...
Looking really good, btw! Glad to see you over here in Game Art as well!
Supervlieg
09-26-2004, 09:49 PM
Nice concept and model andy. Looks really cool. Good luck with the comp.
grafi
09-26-2004, 10:54 PM
Really nice concepts, good model. I cant wait to see the model textured.:thumbsup:
Wayne Adams
09-27-2004, 04:30 AM
I like it. I think your concept work is very good, you have some nice control over what goes on the paper.
I think you're low poly pilot is what he should be. Take care of him in the texture and you shouldn't have to waste too many more polys on him at all. The craft itself is a nice design, and the model work on it so far is good, I do agree with a few others tho, it looks like you could clean up a few areas and save the polys.
Keep going. Yer gonna be great competetion. ;)
Awesome as usual, sir. Very cool, especially the engines on the sides.
Might be cool if they floated on the side instead of being attached, like those seen in the Matrix.
I think the pilot looks amazing for, what? 600 polys? damn. Nice texturing would bring out the concentrated awesomeness. Love the lump in the front of his head for some reason, looks very mechanic-like.
hanzo
09-27-2004, 09:55 PM
andrewley, nice concept on the pilot dude. I'm curious about how you will make an effective texture with it though...
that's me, I will leave the art to the artist.. :thumbsup: again great job so far
Prs-Phil
09-27-2004, 10:46 PM
very impressive, great style, (amazing silouhette)
Cant wait to see that thing textured
andrewley
09-28-2004, 01:25 AM
Well, my worst fears have been confirmed...I suck ass at lowpoly texture painting :)
If anyone with experience could share some ideas on a texturing strategy, that would be great.
I'm can't decide whether to use a self lit map or use lighting (I don't think I could attempt normal mapping)...oh well its come to a grinding halt for the moment. And it was going so well :sad:
Thanks for the comments and crits everyone - its a big help!
Konstruct
09-28-2004, 02:19 AM
texturing is easy as pie. I think people stress it too much sometimes. The thing you HAVE to accept though is that it taks a long time to produce a good texture and theres LOTS of trial and error.
I usually paint the whole thing in grey scale first. using the dodge and burn tools, - then you slap a color overlay on, then finally a texture overlay, (rust/dirt, whatever).
metronaut
09-28-2004, 08:37 PM
Fresh idea!
Really like this one. I knew there would be alot of walkers, copters, tanks and the like - but this is a nice diection.
The creative on the pilot is cool too - it seemslike the poly budget is a little low to have a highly detailed pilot and craft - but you have normal mapping to work with.
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