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View Full Version : Game Art Challenge # 10: Motorcycle with gatlin gun attached


Wayne Adams
09-26-2004, 09:37 AM
This is what I got so far, the rider was modeled about two or three weeks ago, and I have to go in an clean him up to stay under the 4500 tris guideline.

Before you ask, The gun appears to NOT be 1/4 the size, however the belt of ammo, and ammo crate on the side are part of the weapon, so it is 1/4. Just in case you're wondering.

Later Guys
http://stu.aii.edu/~cwa271/base1.jpg

Wayne Adams
09-27-2004, 02:54 AM
Goofing around with some textures ideas today.
I'm liking the tires the most, probably go back into them a little more, might redo the dirty chrome from scratch tho.
http://stu.aii.edu/~cwa271/bikebase.jpg

yeluis
09-27-2004, 03:51 AM
coming along

yeluis
09-27-2004, 03:53 AM
its coming along, though a concept would help visualize the finished piece

Wayne Adams
09-27-2004, 05:19 AM
I'm working from reference, but no concept art. I'm just modeling it for fun, and to give an extra challenge i guess.So This is what I'm up to so far, I'm stil 509 tris over budget, but that'll be different after tonight.

http://stu.aii.edu/~cwa271/base2.jpg
So keep tearing it up guys, I'm still playing with the textures and cleaning up the meshes

Wayne Adams
09-27-2004, 07:49 AM
fiddling with a pose, I'm a terrible rigger tho. Anyways, this is about 60 percent done in my book. Maybe more. Luis says I should dirty the guy up more, so i guess I will.

Right now the bike and rider are 4427 tris

http://stu.aii.edu/~cwa271/working.jpg

Wayne Adams
09-27-2004, 08:04 AM
Figured I should post one back shot...think I'll call it a night and pick up tomorrow
later guys
http://stu.aii.edu/~cwa271/working2.jpg

Wayne Adams
09-27-2004, 11:24 AM
ok didn't go to bed. dirtied everything up a bit more. Now I am going to sleep tho, cause I just can stay awake anymooorrr..dfhzgjktudlk,.l....bbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbb

http://stu.aii.edu/~cwa271/shot2.jpg

JoeB2C
09-27-2004, 11:45 AM
nice work, although I think the rust is slightly overdone.

ArYeS
09-27-2004, 09:00 PM
great only one problem, the weapon is not 1/4 of the veichle, soo it's not good for competition

Wayne Adams
09-28-2004, 01:59 AM
Yeah, it's 1/4. The ammo belt and crate count as part of the weapon. I measured it out before hand. Thanx for the crits so far everybody.

Later

Konstruct
09-28-2004, 02:10 AM
cool man,-
i dig on how the wheels are a solid mass, rather than having spokes, - .-

i would probably try and find some radial dirt textures to put on them though, cause having all the stuff on it be directional (vertically) looks odd.

also what does your UV setup look like?- theres parts of the texture that are REALLY low res , then other parts that are fairly high detail. you should look at sizing your various parts, so there all the same resolution (althogh less prominent parts can sometimes be ignored on this) however you might have to redo some texture work..

but hey,- you figure you got 2 months so its a giant learning experience!! :D

and finally,- i would try and be less blunt with the decals. the ones that say 50. cal gatlin gun etc. try and actually make some snazy logo`s in a new document for your components, (look up some real warning/information decals for referance) then slap em on your texture, (using the sharpen bush if they get muddy after you shrink them down) then make some attempt to make it look like there either printed on the metal or a sticker by messing with scratches/dirt overlay stuff

Wayne Adams
09-28-2004, 03:02 AM
Konstruct,

Good Crit. You know I think my worst 3d bad habit is being lazy with uv space. I mean. I do a fairly good job spacing and trying to fit it, but you know, Unwrapping this mofo has been the most difficult object for me so far. (And thats weird cause I've unwrapped much weirder things) BUT I'll post up my uv maps for ya'll to laugh at later. The solid mass of the wheels I actually saw on a bike somewhere and while I was fighting the spokes I remember it and decided to go with it. Yeah, I've got two months left. So theres really no rush (My friends say THATS my worst 3d bad habit. ;)) I will also re rig my rider after the school break. My rigging is terrible. but works to convey the overall pose at the moment. Some more texture work to come, and...I dunno. Maybe I'll go back into the geometry again to get rid of something here or there.

Thanks for the look, Konstruct.

Wayne Adams
09-28-2004, 07:26 AM
For those parties interested heres the texture map and another sahot with the overlaid uvs.
It's 1024X1024 so it may be extremely large on some monitors.

http://stu.aii.edu/~cwa271/bike.jpg

Wayne Adams
09-28-2004, 07:27 AM
and the overlay

http://stu.aii.edu/~cwa271/bike2.jpg

Wayne Adams
09-28-2004, 07:58 AM
Well, in any case I came up with my idea of how the world got post apocalptic:

Project Mayhem had succeeded in bringing the economical world to a crashing halt. the debt record was erased and we all went back to zero. But the plan didn't work in the way Tyler Durden had hoped. Instead of a primitive Utopia of people living their lives as Survivor cast members. The entire world broke off into faction military wings and gangs. Just because nobody gets billed anymore doesn't mean thermo conductors and pipelines stop working. the human desire for the worldy possessions forced them into turing these systems on, and now its all rationed by the toughest gang in the area. My guy is on of the faction members. Kinda like a Judge who goes around and ensures everyone's getting along. Well, that my story..call it Fight Club 2035 if you like. I just always wondered what the world would be like if that had all gone down.

Later

Konstruct
09-28-2004, 08:11 AM
ok cool, so its not really a matter of varying uv sizes, but more that your texture lacks detail.

see what happens when you drop a texture over you less detailed parts.
some good texture here:

http://perso.club-internet.fr/lemog/lemog_textures/acc_textures01.html

there like a quarter the size of your 1024x1024, so your gonna have to tile em- but its ok cause there seamless.

play around with your transparancy modes till you get something you like.

Wayne Adams
09-28-2004, 09:13 AM
Konstruct,

Yeah a buddy at school was showing me that trick. It's pretty kewl I use it on rocks and stuff, didn't really think to try it here, so thanks man. I play around with some of the modes..multiply and overlay always bring up some nice results...

later

Ghostscape
09-28-2004, 04:19 PM
Are we allowed to use pre-existing pilot models? Because I thought we had to model them from scratch.

Looks decent, but the texturing needs a lot of work. More contrast, and use smaller brushes. The other alternative is use the brushes you're using, and then scale it down, but you get a bit of blur that you need to UnsharpenMask to get rid of afterwards...

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