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PKD
09-26-2004, 08:49 AM
Hello everybody. This is my first post here. I am pretty new to 3D with only about 1 year self-taught experience (which I took up after my graduation from college) . I'm a hobbyist now, and currently hold a day job as an engineer. Yes, of course, I would like one day to work in this industry, but first I have to prove my ability. I hope to gain valuable experience and skill through this competition. Although to date, I have only done 1 low poly model (which is a 1 day rush job anyway), and have done mainly organic models, I believe can acheive good results if I put my heart to it.

Ok, now a brief description of my work.

Setting
I have a rough idea of the setting and character athough I haven't pull all the spring togeher yet, the post-Apo period has cause the vast majority of the land to be wastelands, radioactive effect of of war of Apocaplse cause new mutants creatures and even humans to be spawned....to be continued

The vechicle:
Simply put, its a combination of a chopper, a tank, a mech, and cannon from different eras.

http://img.photobucket.com/albums/v211/Starseeker/concept01.jpg

PKD
09-26-2004, 01:42 PM
http://img.photobucket.com/albums/v211/Starseeker/simpleMesh.jpgI rough out the shape to get an overall picture. Detailing will follow soon after. I am thinking of using normal map but I am not sure whether it is neccessary for this design that have mostly hard edges. I will definately use bump for fine lines and details.

PKD
09-26-2004, 04:15 PM
http://img.photobucket.com/albums/v211/Starseeker/MechMode.jpgMech Mode
http://img.photobucket.com/albums/v211/Starseeker/TankMode2.jpg

The vehicle can be move using tracks ala a tank for quicker coverage of terrain.

Wayne Adams
09-28-2004, 09:40 AM
The mesh is good. Really low at the moment. I like the transformer mode, but why does it have mech legs? I'd like to see it fly and roll, rather than walk and roll, but the hybrid of the helicopter and tank comes off nicely (cept when it's walking around! ;))

Thats just MHO tho. Keep it up.

Ghostscape
09-28-2004, 03:56 PM
I had seen your images before but they're down now.

It's looking good, but I would still like to see a helicopter rotor in there somewhere. If not for flying, it'd be cool to use it as a weapon.

PKD
09-29-2004, 01:49 AM
Ghostscape, I am thinking of having the option of a rotor too, I will sketch some concepts to see how it turned out. Anyway I find that what I have now will mean that the character will be too small compare to the machine, but what I have in mind is that the character will be as important as the vehicle itself (with no. of tris delicated equally). I will try out redesigning the proportion. I am thinking that a cartoonly looks will suit my intention. I will knock out the chopper windows to show more of the character. I will post the concept of vehicle and my char during the weekends. Thanks for the support and comments, and keep the C&C coming..

PKD
10-02-2004, 08:01 AM
I scrapped the initial design and redesign for a more cartoony look with the chopper windows scrapped to expose more of the character. Here's the design, about 70% done (vehicle only). I will design the character shortly, and do the final detailing after I got the total polygon count of both character and Machine.
http://img.photobucket.com/albums/v211/Starseeker/RedesignVehicleSmall.jpg
For a bigger pic, Click here (http://img.photobucket.com/albums/v211/Starseeker/RedesignVehicle.jpg)
The character will be an important part of my design. So important that I delicated half of the details (polygon count) to her(yes, its a gal). I will pose the char concept up shortly...

Konstruct
10-02-2004, 09:48 AM
right on, looks good, i have a somewhat similar design and in completely stuck on what the drivers going to lool like... i have a human form all modeld out, but im having a tough time figuring out how to spruce it up- so im gonna keep a close watch on your thread for ideas:D
keep going, it looks really good.

PKD
10-02-2004, 11:00 AM
No problem Konstruct, I also look at others design :) . Anyway heres my pilot concept.
I got 2000+ Tri to model her. I will probably use normal map if I got the time to spare.

http://img.photobucket.com/albums/v211/Starseeker/CharDesign02v2.jpg

PKD
10-03-2004, 11:30 AM
A little progress.. I have started working on the character. I'm pretty happy with how the it turn out. The hair haven't been optimised (& not competed yet). Its more like a placeholder to get the overall feel of the look. The NURBS eyes are placeholder only. current tri count for the head is about 768 (without the hair). I am targeting 900 Tri for the complete head (include hair with earphone + teeth, eyes and maybe eyelashes). That shall give me about 1300 tris to create the body. I modeled with the mouth open to facilitate easier normal mapping (if time permitted).
http://img.photobucket.com/albums/v211/Starseeker/ChilliSmall.jpg

AndyH
10-03-2004, 01:55 PM
Looking great. I wasnt too keen on the inital design, but it looks a lot better now. Its nice to see an emphasis on the pilot - she looks pretty cool. Good start on the modeling of her - hope you have enough polys to go around - her head looks pretty detailed.
Is it me or has the games comp forum been extremely quiet the last week? Both in terms of work being done, and feedback from outsiders?

PKD
10-03-2004, 06:04 PM
http://img.photobucket.com/albums/v211/Starseeker/chilliBasicModelSmall.jpg
A little update.

Thanks Andy. The silly way in which the thread are shown might affect the feedbacks.

Right now, I have exceed the budget by about 400 Triangles. I will probably reach about 5200 triangles completed. Then I will start thinking about where to compromise the details.

AndyH
10-03-2004, 06:27 PM
looking good. I think you could definately stand to lose the 400 polys on the character, as your mech already looks very low poly. Remove some of the loops from her hair, face, or maybe close her mouth and weld the points. Shes not gonna talk is she? You should definately try and stick the hair to the head and seal up any holes - there are polys under the hair that you will never see.
I also think she needs a bit more shaping - she looks a little bit too much like a stick figure. Fatten her out a bit - especially on the hips, and lengthen her legs as it gives her a childlike appearance.
Good work - with a few tweaks its gonna look great.

PKD
10-04-2004, 05:46 AM
Hi Andy,
I will eventually merge the hairs and head. But right now, I wanted to try out a few different hairstyles to see which style get the best optimum result (before I merge). I think ponytail might be nice, I will try it out this couple of days. I wanted to give her some simple facial expression and hence I did not weld the mouth. I was hoping to feature her in future works, but I may consider saving a copy for future use, and optimism the original one for this competition. I will continue working on the body as it was really rush work, & really late at night & probably quality suffer. I wanted to keep her short for a more cartoony look, but I will consider your suggestion. I think you are right about the stick figure, I will work on it. Thanks for all the comments, they really help.

PKD
10-09-2004, 01:16 PM
I have Finish with the modeling. Total Polygon count is 4497! Next step will be to unwrap UV. :)
C&C are welcome.
http://img.photobucket.com/albums/v211/Starseeker/CharFinalised.jpg


Pilot and Machine composed together. Default lighting was used.
http://img.photobucket.com/albums/v211/Starseeker/FullPolysmall.jpg

AndyH
10-09-2004, 02:11 PM
Looks great - the pilot looks a lot better now.
the only crit i have is that the wheels on the mech are very blocky - it may be worth taking some polys from the pilots back, face and boots and adding them to the wheels.
Looking forward to the textured version!

PKD
10-09-2004, 03:07 PM
I agree that the wheels are a little too blocky, I have already been queezing hard for polygon. I have already unwrap the head & the hair (plus the teeth & Eyelashes...). I don't think I will touch the head again. I know, I probaby put a bit too much detail to the character... I'll see how I could reduced the polygons on the body. I was also considering using normal map to increase the details of the vehicle.

Follin
10-11-2004, 05:21 PM
Those designs are really great. ans is better than your earlier concepts, good luck.

Ghostscape
10-12-2004, 12:48 AM
I really think you're shooting yourself in the foot by making such a hi-poly face. You could easily optimise it without compromising the mesh quality, and buy yourself some polys to make wheels that aren't 8 sided. The disparity in mesh detail between the vehicle and the character seems very weird.

PKD
10-12-2004, 05:33 AM
I have reshuffle the detail from the body to machine, now, I was able to have 12 sided wheels now, which looks a lot better, I have finish the UV unwarping also. I will pose the complete model with color tiles when I got home tonight.

I actually wanted a complete character, someone capable to steel the controls, step on brakes. Able to mount & dismount from a machine to another. Interact with people like a game char (something like GTA). Thats the reason for putting the level of details to the char. I hope my approach pays off. Now, I got to find a way to compose the character well with the machine.

Konstruct
10-13-2004, 12:00 AM
wow man the charachter is REALLY clean, im jealous of your superb modeling skillz. the vehicle has come a long way too-

about the idea of having it be seperate from the model:

thats a cool idea and all, and 4000 sounds like a lot of polies, but im finding that for a character and a vehicle it isnt at all, and im pissed. looks like your vehicle might be low poly enuff, but your gonna have to squeeze. ive spent SOO much time trying to get a decent head and torso, (no waist, legs or back) and im having a hard time getting it under 1200.

maybe i just suck though, but it i were you id ditch the idea of having a seperate character unless you really plan on using the model for an actual game after the contest

good luck

PKD
10-13-2004, 03:05 AM
Yap, I know the machine could have a little more details. Details like headlights, suspension for the track wheels, hydraulic cylinders for machine arms are scraped to pump poly to the character. But I think I can pump up the details by combination of good (and smart) texturing, pump & normal mapping.



I accidentally convert all the mesh to subdiv, when I convert back, all the hard edges are gone. Anyway, since I gonna normal map the vehicle, I guess the overly soft edges now doesn't really matter. Heres the vehicle with test color-checker map on. The wheels now are more round (as seen in picture).

http://img.photobucket.com/albums/v211/Starseeker/CheckerCar.jpg

I have also start building the hi poly parts. I have done the head and hair (and currently doing the body, and later the machine), and normal mapped them on the character. I have no experience in normal mapping and there are problems with the highlighted area of the face(as seen in the third head). I used hardware rendering with a blinn material (in Maya 6).ANy suggestion to counter the problem will be well appreciated.
http://img.photobucket.com/albums/v211/Starseeker/normalFace.jpg

Konstruct
10-13-2004, 08:30 AM
its really cool to see that normal maps r working for people,

kick ass dude-

only crit i have for now if that maybe the texture is too low rez. im too lazt to go look, :D but wasnt the limitations 2 1024x1024 maps and 1 512x512? if im right, (which is im not im gonna be real sad) you could split up you texture space.

PKD
10-13-2004, 07:18 PM
The checker texture is low res, I think it should be 512 square. The final texture will be 1024 as per requirement. I believe we were allow 2 sets of maps, a 1024 square set, and a 512 square set.

(correct me if I'm wrong)
So we can have
1x Color (512) + 1x Color (1024)
1x Normal (512) + 1x Normal (1024)
1x Spec (512) + 1x (1024)
etc.
Anyway, I was on Medical leave today due to an ankle injury, and so managed to do quite a bit. The high poly body for the character is 85% complete. The shoes and knee guard wasn't completed yet (& some minor details). Its late and I be going to bed after this post. I probably be able to normal map the full character by tomorrow. Hope the result turn out good. After which I will start on detailing (hi poly-> NormalMap) the Machine, which would take quite some time due the the numbers of part.
http://img.photobucket.com/albums/v211/Starseeker/HiPolyChilliSmall.jpg
(Note:I Forgot to disconnect the checker map in the eyes & teeth, and hence the insectlike eyes)

AndyH
10-13-2004, 07:40 PM
Looking good! The finished thing should look great if the normal maps work ok.
Keep it up!

PKD
10-14-2004, 06:12 PM
Thankfully the result looks great (IMO). I finally have my 1st normal mapped character :scream: . Now if anyone can help me solve the waxy highlight issue, it would be even better. A 512 normal map was used for the character. I will start detailing the machine tomorrow.

(I have not set up actual lighting, so pardon the poor lighting. )
http://img.photobucket.com/albums/v211/Starseeker/3a6154ed.jpg
The front view


http://img.photobucket.com/albums/v211/Starseeker/FinishedNormalTest02.jpg
Back view

AndyH
10-14-2004, 07:14 PM
Looks brilliant - the normal maps really add to it and work very well. As for the hilight thing? I wouldnt worry about it - i would imagine that the pilot would have no specular, apart from metal bits and maybe her eyes.
You definately win the award for best pilot in the comp.

Konstruct
10-14-2004, 08:22 PM
your normal maps are hawt. im jealeous,

one think ive sort of had to come to terms with though, is that normal maps hate 90 degree angles on mechanical ( non organic stuff) are you planning on using normal maps for the vehicle too?

Konstruct
10-14-2004, 08:23 PM
your normal maps are hawt. im jealeous,

one thing ive sort of had to come to terms with though, is that normal maps hate 90 degree angles on mechanical (non organic stuff) are you planning on using normal maps for the vehicle too? cause if so- your gonna be my ginnea pig :D

PKD
10-15-2004, 01:41 AM
your normal maps are hawt. im jealeous,

one thing ive sort of had to come to terms with though, is that normal maps hate 90 degree angles on mechanical (non organic stuff) are you planning on using normal maps for the vehicle too? cause if so- your gonna be my ginnea pig :D

Yes, I reserve the huge 1024 square normal map (scream details!)for the mechanical parts. Guess I just have to be your ginnea pig. Hope everything turn out well. I will post my progress so stay tune.

PKD
10-17-2004, 04:37 PM
Some update, I just have finished with normaling the weapon arm as well as the cockpit seat. I actually spend more time fighting with some of the normal mapping issues & generating normal map datas then actual creating the Hi-ploys. Finer details will be bump mapped and will be able merge with the normal map (Not that I know how to do that at this moment).
http://img.photobucket.com/albums/v211/Starseeker/normalarm.jpg

Konstruct
10-17-2004, 07:24 PM
fuk yeah- VERRY nice.
*takes notes*

AndyH
10-17-2004, 07:53 PM
Looks bloody good! The normal maps are working a treat. I do think that the mechanical bits are looking a bit too toy-like at the mo. Its probably that smoothed, molded look thats doing it. Maybe make the edges a bit harder?

Keep it up with this - dont stop!

PKD
10-18-2004, 01:47 AM
There are some issue with hard edges as well as overly smooth area, and perpendicular extrusion in the normal mapped model (plus alot of other issues). Basically I am very new to this normal map thingy. There's alot of compromising (and redesigning) in creating the hi poly model in order to give a good normal map finish . I do hope it will look alot less toy-like with texture on,but I will take note. After I am done with the main body and wheeled tracks, I will study the overall design and make changes as see fit (If time permitted).
I should (hope) to finish them by this week. I will post the full machine once its done.

PKD
10-23-2004, 02:45 AM
Upadate.

The Normal mapping is about 90% done, only stuff left area the cockpit Controls & the metal bars. There are some areas which I am not happy with the results. I will either do a manual touch up (in Photoshop) or alter the design abit and renormal-mapping. I will then re-rig the character (Which I unrigged during normal mapping). Follow which I be looking foward to do texturing. I hope my texturing skill don't fail me.
C&C welcomed.

This was screen captured from the viewport with default Lighting on.
http://img.photobucket.com/albums/v211/Starseeker/Machine90Done.jpg

AndyH
10-23-2004, 02:58 AM
Looks fantastic - those normal maps really add to it!
It still looks a little rounded and toy-like, but given the cartoony nature of the pilot, id say it suits it pretty well.
How are you viewing the normal maps in real time? Are you using max? if so, how do you diaplay them in the viewport? Im thinking of experimenting with normal maps sometime.

PKD
10-23-2004, 06:58 AM
I am going for cartoony look and hence the roundness of the overall machine.

I use Maya 6, and thankfully it allows the viewing & creation of normal maps without any third party plug-in. However rendering is an issue, especially using software. The 'waxy' look is also
an issue which I have yet to solve. I have no experience of Normal mapping in MAX, but I think there are alot of forum members that uses MAX and are able to create them. I think I would be best to post at the sticky Normal Map thread on the main Game art Design forum. I am sure you will find the solution there. However, if you have general issues with normal maps, I will be glad to be of any help.

PKD
10-24-2004, 06:40 AM
Update.

Modeling is fully completed. 4499 triangles of the cap 4500 was used sparing only one (which I may intend to use too). I shall take a short break, and start texturing tomorrow. I'm going to arm myself with my camera and start some photoshooting for Texture references.

Technical Data. Hardware Rendering (Can't get the normal map to work properly in software) with default Lighting ( No shadow pass).
http://img.photobucket.com/albums/v211/Starseeker/FullLoadMed.jpg

Konstruct
10-24-2004, 08:32 AM
looks good,- im glad other people are having troubles with these damn normal maps too-.
my only crit is the whole thing looks like a plastic toy. stuff just seems too soft. no real hard edges etc.- (this seems to be a wonderful feature of normal maps:thumbsup:sarcsm*:thumbsup:) but the stuff in doom looked really good- so they cant be all that bad.
i have no idea if a texture will help sharpen things up, but again im gonna be lookin your way as a example- your speed kicks ass, and its really helpful, keep it up!

PKD
10-24-2004, 11:29 AM
The reason why the model is so soft has to do with the hi poly creation method more than the normal map itself. What I did was to create the hi poly model by adding details to the low polygons model and convert to subdiv, then partial crease the corners. Full crease is too hard for my liking. Partial crease is a better compromise, cause I think its easlier to make something smooth look harder then the other way around by texturing. I then convert subdiv->Hi polygon model. Also I am trying to maintain single mesh (cause of there are problem with multiple meshes model in normal maps). I am very inexperience in mechanical models but I think I have improved along the way.

I think I can (hope) I can harden the edges by texturing using different tones, chipping off of paint, metal at edges etc. I will update the progress of the texturing. along the way

PKD
10-27-2004, 06:38 PM
Update.

I have start texturing on the character. It a bit demoralizing that I faced problems applying tranparency map to the hair in the hardware render, and can't get normal map to work as intended in Software. I can't get shadows to work too. *sigh*
Anyway its about 50% done, the hands & Shoes have no texture applied yet. Pants & tank top require additional work. I also intended to add specular & Bump maps. Dirt & mud layer will eventually be applied to the character. Now that I list down the stuff to do, it probably less than 50% done.

http://img.photobucket.com/albums/v211/Starseeker/charTexture50.jpg

XP-58
10-27-2004, 07:04 PM
Whoaaa!! This is going to be one of the best character/pilot/driver around here!! :thumbsup: I guess the waxy look would be fixed through the spec map? The joint between forearm and upper arm bother me a bit though.
Anyway that's a damn cool work there!! The normal map looks damn tidy too :bounce: :bounce:

DevilHacker
10-27-2004, 11:19 PM
Whoaaa!! This is going to be one of the best character/pilot/driver around here!! :thumbsup: I guess the waxy look would be fixed through the spec map? The joint between forearm and upper arm bother me a bit though.
Anyway that's a damn cool work there!! The normal map looks damn tidy too :bounce: :bounce:
Same thoughts here, but, I would like to add that the fingers look a little strange. (square fingers?)

But over-all, it looks very good! :thumbsup:

Konstruct
10-28-2004, 02:13 AM
NICE- i agree about the "doom 3 look" havnt hat that problem myself, might wanna look at the attributes in your material, turn off all spec. creating features.

the pink camo is a bold decison, I hope the rest doesnt come off too barbie esque- then again, a pink mech with a sharks mouth painted on the sides would be pretty bad ass.

princess pretty n pink is gunna beat some ass.:D

PKD
10-28-2004, 05:47 AM
NICE- i agree about the "doom 3 look" havnt hat that problem myself, might wanna look at the attributes in your material, turn off all spec. creating features.

the pink camo is a bold decison, I hope the rest doesnt come off too barbie esque- then again, a pink mech with a sharks mouth painted on the sides would be pretty bad ass.

princess pretty n pink is gunna beat some ass.:D

Actually, its a jungle camo, but with too much of brown content. I will try out some other color combination. Maybe I will replace the green color with sand color, making it more desert stormish . Anyway I am going for a dessert camo scheme for the vehicle.

By the way, Shark paint is a good idea, I may seriously consider.

PKD
10-30-2004, 04:32 PM
Update

The character is almost done, the only mayor stuff left are specular map and dirt layers.
No matter what, I will start texturing of vehicle next week (according to schedule).
http://img.photobucket.com/albums/v211/Starseeker/char85Done.jpg

PKD
10-31-2004, 02:21 PM
Final Update of Character. It done finally!!. I am not totally satified, and shes still too glossy. But I have something important to do today. Also, I wanted to proceed as scheduled. I will start with the vehicle texturing tomorrow.

Technical data:
512 X 512 Color Map
512 X 512 Normal Map
512 X 512 Specular Map.
I was thinking of using this one as one of the picture for the final submission.
http://img.photobucket.com/albums/v211/Starseeker/CompletedChilliMed.jpg

These are the maps used. I had also create a transpency map, but I can't get it to work (Something to do with hardware I think). I will try applying it after I am done with the vehicle.
http://img.photobucket.com/albums/v211/Starseeker/ShaderCharComposed.jpg

DevilHacker
10-31-2004, 02:43 PM
Hey man, just WOW, the texture looks very good. :thumbsup:

The only thing that bugs me a little is the elbow it seems to be a little flat like a paper dolls. But I don’t think it will show/make a difference; when she is in the vehicle.

Ghostscape
11-01-2004, 02:45 AM
Redo your elbows so they bend better, and get rid of the specular lighting on the fabric (and tone it down on her skin, too) As it all looks really plastic right now.

PKD
11-01-2004, 01:44 PM
Redo your elbows so they bend better, and get rid of the specular lighting on the fabric (and tone it down on her skin, too) As it all looks really plastic right now.
I will not redo the elbow, but I will do a more through rigging. I will also add controls with the need deform ( especially on the elbow). Not forgetting some facial expresssions. But First I need to complete the texturing of the vehicle.
The plastic is partially due to normal map as well as eccentricity. I have tone down the eccentricity & specular map. Heres the result.
http://img.photobucket.com/albums/v211/Starseeker/CompletedChilliSmall.jpg

PKD
11-01-2004, 06:37 PM
http://img.photobucket.com/albums/v211/Starseeker/CamoScheme.jpg

I tested a few camo schemes. By apply some simple brush stokes & using the Level, color balance, etc controls, this are some scheme that I have created. I willl probably used the hybrid scheme, as it suit my beauty render composition (which will be composed in a ruin city).
I will be pretty busy at work, so this will be my last update for a while. I probably posted the finish vehicle in a week or so. C&C welcome.

Konstruct
11-02-2004, 11:03 PM
*slaps ALL of cgtalk gaming community for not posting anything*

simply amazing. Ive really enjoyed watching this come together. Id say my favorite color scheme is the plain urban one.

everything looks tip top. all it needs is a little spunk in the texture and I`d say you got a good shot at first place.= keep it up.

AndyH
11-03-2004, 12:49 AM
Yeah - keep it up, it looks fantastic - really nice normal mapping and colours. I still think she looks way too shiny though - like shes been in water or something. I think the only shiny bits on it should be on the metal pads, and on her hair. Maybe a little on the skin too, but much less than you have now.
I really like the look of the mech, but i think the camo looks a little odd - it needs to be more... um.... random. I like the desert camo best.
Also, i think that the barrels on the guns dont look right - the part where the hole should be is too light and is picking up specular. If you want to give the illusion that there is a hole in the barrel, make it 100% black.
Keep it up though - i smell a first place award for you! The final submission thread is up early (dont panic) - its only so early finishers like me can get it out of the way and not have to worry about submitting the images later.
Really nice work - the normal maps work wonders and it looks great, like something out of farcry or an imaginary metal slug 3D!

Have you got a website or any other work to show? If your other work is up to this standard, then itll be a good thing to see.

PKD
11-04-2004, 04:57 AM
A liitle Update. I m a little behind schedule. The texture is about 10% done. What I did was apply basic camo pattern to the Bunny (yap, my vehicle finally have a name. Tell me if its too chessy or something).

Yap, I know about the powderly color and bad lighting, but what I did was woke up in the morning, open the program, take a render pic and send to image host. Then went straight to work.
Of course, not everything will be camo or sandy in color, like the Plasma cannons (yap, I haven't mention that it is plasma yet), and cockpit, wheels etc. The rought schedule is as follow:
1)General Camo map (done) Total percentage (10%)
2) detailing of individual part, include bump -> normal maps conversion (starting tonight) (-60%)
3) Decals, my favorite part (-80).
4) Dirt Maps (-85%)
5) Mud Map (-87%)
6) Speculate maps (90%)
7) Touching up (100%)
http://img.photobucket.com/albums/v211/Starseeker/BunnyCamoOn.jpg
6)

PKD
11-06-2004, 11:55 AM
Update on the texturing. It currntly about 50% done.
Next I will texture the chopper body & cockpit.

Anyway, to Andy, I do not have a web site yet. Beside I didn't have alot of work to show, since I am pretty new to 3D. Most of the works I did are 2D artworks (that I did during my school holidays). I was hoping to set up a web site for ages. Maybe after I completed this competition I will start to create one.
http://img.photobucket.com/albums/v211/Starseeker/Bunny50Done.jpg

PKD
11-07-2004, 01:36 PM
Update:

I finished the cockpit (the seat & controls not included), and are currenting working the main body. C&C welcome.
http://img.photobucket.com/albums/v211/Starseeker/Bunny65Done.jpg

http://img.photobucket.com/albums/v211/Starseeker/Bunny65DoneCockPit.jpg

DevilHacker
11-07-2004, 04:16 PM
WOW :eek:

Looking better all the time!

vrapp
11-08-2004, 06:18 AM
This keeps getting better and better, add some more wear and tear before you call it quits though. :)

XP-58
11-10-2004, 04:24 AM
UGH!! Looks awesome!! :thumbsup:

The panels on the inner side of the cockpit bother me a bit though. It looks like they're painted to the surface.

The rest? I'm starting to worry that the thing will suddenly walk down the street and start shooting at the other contestant's vehicle XD ...

PKD
11-10-2004, 01:38 PM
Thanks for all the comments.

XP-58, I know the panels are abit flat, they r afterall normal mapped.

Anyway, Update: The coloring of parts are finally done.
Its about 85% completed (texture).
It had taken me longer than I have anticipated, but I think its well worth the time.

Currently
57 active layers were used for the color map
27 active layers were used for the normal map (10 of them created in photoshop using Nvidia Normal map filter, 17 using Hipoly->LowPoly mapping)

I have a straight 6 days break (include weekend) from work. I hope to finish as much as possible within this period (so that I can play my Halo 2...but first I need to get an XBox)

Next will be:
1) Decals
2) Mud layer
3) Dirt layer
4) Grease/oil layer
6) Stratches layer (if time permitted)
5) Specular map.


C&C welcome. BTW, I am not very satisfy with the seat, but I am abit out of creative juice right now. I will check back again tomorrow.
http://img.photobucket.com/albums/v211/Starseeker/Bunny85DoneBig.jpg
http://img.photobucket.com/albums/v211/Starseeker/Bunny85DoneBak.jpg

PKD
11-12-2004, 02:51 AM
Mayor Update!!!
I m done with the texturing....Finally :scream: !!!
I also replace the pinky brown camo of the character with a more sandy color & tone down the spec on the singlet.

Things left to do.
1) Creating the scene for the beauty Render.
2) Create some facial expressions for the character (if on schedule).
3) Lighting & Render setup
4) Try to solve all the techincal issues.
5) Prepare all the pictures for final submission
6) Create a storyboard for the setting (if time permitted).

C&C are welcome. BTW, does anyone know of any good websites that has tutorials/articles/guide on lighting setup. Lighting Setup & Rendering are my weakness.
Also, any good guide on special effect like fire & smoke known. I am gonna need these for my beauty render.


The texture sheets:
1X 1024^2 color map
1X 1024^2 Normal map
1X 1024^2 Specular map (I know I could use a smaller map size for this, but since there is no penalty impose (I think) on using 1024^2 size for specular map, why not)
Note: all image are shink down to 512^2 for bandwith reason.

The Color Map
http://img.photobucket.com/albums/v211/Starseeker/ColorPAV512.jpg

The Normal Map
http://img.photobucket.com/albums/v211/Starseeker/NormalPAV512.jpg

The Spec Map
http://img.photobucket.com/albums/v211/Starseeker/SpecPAV512.jpg


Render. Btw, hardware rendering are used as software rendering has issue with normal map.
http://img.photobucket.com/albums/v211/Starseeker/CompletedPAVDeskTop01.jpg

hanzo
11-12-2004, 06:20 AM
PKD hey hey man! excellent work, the normal maps really make this rock,

i got to learn that.:twisted:


my only crit is that the spec map should be more controlled, everything looks to specy for me..

keeganb
11-12-2004, 05:32 PM
Man this entry is gorgeous, theres some real love put into this piece i congratulate you! I havent read what everyone elses posts so please forgive me If I am repeating things!
Technically I can't see how the machine turns as both front and back wheels are incased in a solid metal frame, I can't see how the front wheels would turn independently from the back?
Your textures are great but i think the rust is too saturated or obvious, dulling it down a bit would help loads. Oh the scratched paint job looks great!
The character is cool, very well done but looks a bit shiney. it's like shes just gotten out the sea or something but other than that it's brilliant! All in all a top job PKD, very well done.
Keegan
p.s on your final render I'm not keen on the sort of glow around everything, looks funny.

PKD
11-12-2004, 08:37 PM
Thanks for the comments. I think I will tone down the spec on the character skin.

The spec on the machine is another thing. Basically It a bit more shiny than I hope due to the normal map. I tried to tone down the spec and also tried to use a less shiny material but the results are that the normal map looks "flatten", especially on a lambert material. The specularity helps bring out the normal map detail better. Until I have better understanding of the normal map or there are better software support for it, it probably stay the way it is now. But I will probably wreck a little before the final submission.

The highly rusty parts are to established the setting that the post-Apo future is a harsh (& corrosive) environment.
Also, you will notice that while some parts are really rusty, some parts just wear out. Of course it due to the type of materials that they are made up, but most importantly, it is to established the fact that they are scraped from different vehicles, hence the different aging nature.

As for how the vehicle turn, its funny how nobody asked me until now. It doesn't turn like a car. The concept is like a tank, or a wheelchair, by controlling the speed/direction of the left & Right wheel group. I hope this clear things up. BTW, the part is scraped from a excavator track, remounted with motorcycles wheels & a supercharged engine.
http://www.ufpo.org/excavation_stuff/images/excavator-tot.jpg

keeganb
11-13-2004, 12:00 AM
Aw yeah I totally get you on how it turns now, Don't know how I missed that! Great stuff
Keegan

PKD
11-14-2004, 06:27 AM
beauty Render Composition.

A little description for the intended composition.

The message to be convey is "Ray of hope". After a fierce battle that last through the night, the sun finally rise. Our heroine saw "something" that was not apparent at night. With excitement, open the hatch and look ahead at the new found hope.

The pic is a screen cap from the viewport. I will use a few passes in the final render, one for the paint effect. One for the fire (Which are the weeds that stick out of the ground in the pic now, ....don't worry, they looks like fire in the render). An another one for the background city, which will be silhouetted & a coat of fog cover the details of the buildings. So essentially, only the skyline they cast really matter in the final composition. Finally The last pass will be on the vehicle & character. I intended to use a yellowish directional light ( as key light) to simulate the morning light, and a few fill light (spot lights) to cover details missed by the sun and act as bounce lights)
C&C welcome. I am targeting to complete this in this 2 days.

http://img.photobucket.com/albums/v211/Starseeker/TestCompoV3.jpg

vrapp
11-14-2004, 02:17 PM
Really nice composition, looking forward to the render of this! :thumbsup:

PKD
11-15-2004, 02:31 AM
Thanks Sysop.

Ok, Test Composition Ver. 1. My 2 days worth of effort. I have never seriously done an environment, so this is another first for me (And one of many firsts I had in this competition). I know its a bit rushed. Cause tommorrow, I have to get back to my normal engineering work, so I try to do as much as possible these few days. I know its bad of me to use photographic backgound, I was actually thinking of painting them, but time constraint...so... Also, tell me if the lens flare is too cheapo. C&C welcome.

http://img.photobucket.com/albums/v211/Starseeker/CompoTest01.jpg

PKD
11-15-2004, 08:41 AM
Lets play "Spot the differences"...joking
I touched up the image a bit. Rerender some of the stuff.
1) The background city now cover the entire length
2) The stones on the ground are more integrated to the sand.
3) The beams in the foreground are given a displacement makeover.
4) The "worm" at the bottom right of the screen are now in the correct position.
5) The barrel now have smoke coming out, suggesting that the battle was just over.
6) The color of the grasses are also wreak to integrate better with the orange sunlight.
http://img.photobucket.com/albums/v211/Starseeker/CompoTestV3.jpg

XP-58
11-15-2004, 04:06 PM
Great stuff PKD!! :bounce: :bounce: :bounce: This is just damn awesome XD

Just a little thing, the sun is from behind, but the mech seems to be lit from above (and a bit to the camera side). I prefer the shadows to be darker too IMHO.

Konstruct
11-16-2004, 08:37 AM
HOLY CRAP-

this has gone really far- very nice job. everything is superb. the rusty edges are nice.
my only problem so far is the beauty reander.

it just seems to lack depth, everything is on the same brightness level, and the sky, fire and mech are all competing for dominance. another thing that sort of is having a flattening effect is all of the smoke and haze you have going on. the city and the mech both have the same amount of smog in front of them, try either removing some smog in front of the mech, or adding ALOT more in front of the city, or combonations of both.

just think about those hokey landscape paintings, where theres a mointain range, but the closer the mountains are, the darker they are, and the farter back they go- the lighter they get.

keep it up

PKD
11-16-2004, 03:17 PM
Notes taken. I think you are correct about the lack of a focus point. I try to compose & see the results again.
Anymore Comments, fellow members? This is my first time doing a character & Environment composition, so I bet there are still many problem spots. BTW, I am try to draw the viewer to the character, then the vehicle, and finally the environment, in that order.

In the meantime, I'll be consolidating the references & concept pics for composition. NOw, I really feel the urgency.....

Neil
11-16-2004, 07:49 PM
as Konstruct said... it's very flat.
You can fix this in post with PS and not have to rerender if you don't wanna.

Also note that there is little shadow "grounding" the vehicle right now.

I would also not make the skin the same glossyness as the shirts and pants, looks like she dove in a tub of oil right now.

PKD
11-20-2004, 01:46 AM
Thanks Neil,

I Have summit this entry. Do check them out at the sumission thread.I will try to post the final pics here...but now I am late. I may made some minor changes tonight, befor the deadline. Thnks for all the support.

PKD
11-20-2004, 01:20 PM
Ok, thats it, I am done..

These will be the last pics for this thread. Thanks all for the support & critics.:scream: :)

http://img.photobucket.com/albums/v211/Starseeker/SubmitPerspV6.jpg

I made some changes to the beauty render, especially the haze. it gets thicker the further the enviroment is. I also correct some lighting & change the orientation of the vehicle a bit.

http://img.photobucket.com/albums/v211/Starseeker/CompoTestV6Small.jpg

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