View Full Version : Vehicle: bomb-bot for crit
01-06-2005, 04:01 PM
This was a quick model that I had to slam together in less than a day for a recent project, I am pretty happy with the end results although I think it could be optimised a little better because the poly count is a little high at 3,742 triangles, but it's not a shape that lends itself to a low polygon count. Modeleled in Lightwave v8.0 there are two 256x256 (tire treds and hubs) images and one 512x512 image (the metal).
Let me know what you think, harsh critiques welcomed.
01-06-2005, 08:55 PM
A small thing to a fast optmize, is avoid the tri fan in the wheels or caps of cylinders. Make the triangulation like a zig zag or a non regular tri strip! The zig zag patern is more eficient to engines, becouse is ease to the engine knows the order of , and the non regular shape is a default in max when you convert to editable poly.
Anyway For a speed work, looks very good!
01-06-2005, 11:01 PM
I like it a lot. Looks like it would be a blast to animate. My only problem with it are the textures, it seems like it's neither cell shading nor realistic. It looks like dirty cell shading. :) But other than that, I think it's coolio yo.
01-06-2005, 11:58 PM
Thanks for the tip about the zigzags, it's good to know.
Dirty cell shading is about right. i didn't have time to paint nice textures so everything has the same metal texture mapped onto it. I wanted it to have a little realism so I got a texture that had rivets around the edges so that it would look ok.
Thanks for the comments guys.
01-07-2005, 01:33 AM
good first impression, it is obvious it is a bomb-bot; an easy fix for helping the shapes pop more would be to make the metals different colors, so that some parts are lighter than others. as it is it is very busy and hard to read. i think that given your time table it is a very solid and creative effort!
01-20-2006, 09:00 AM
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