PDA

View Full Version : space taxi


jOBe
06-28-2005, 11:04 AM
I've been working on a game project within my education for about 1,5 years now.
The player controls a jet powered cab within a futuristic giant city. I've done the player model about a year ago and now its time to redesign it.

heres the old model:

http://www.kupferland.de/bilder/taxi_.jpg



heres a concept of the new design:


http://www.kupferland.de/bilder/taxi_2.jpg

I'm gonna work on this model the following week.
The specs are:
Polycount: 5000 - 6000
Textures: 1x Color 1024, 1x NormalMap 1024, 1xSpecMap 1024

I'll make different damage states for the model.

AoB
06-28-2005, 11:55 AM
Cool model, but im guessing that u could easly improve it..look at the file 5th element with Bruce Willis, he drives a flyn taxi in that

jOBe
06-28-2005, 12:04 PM
i know the corban dallas taxi from 5th element very well, i watch the movie at least once a day for inspirational purposes...

AdamAtomic
06-28-2005, 03:34 PM
yay 5th element! the only thing that stands out about the concept and the old model is that the only colors used are black, white and yellow; there should be a lot more colors than that - subtle reds and blues, etc. good luck!

Tagill
06-29-2005, 10:20 AM
When i read Space taxi i was like "yes this will be cool"
I personaly dont see anything wrong with the colours if anything i would think if you chnage the colors then no one will think its a taxi anymore
on a side now i think it would look very cool if you had wires and stuff in the back and tubes coming out of the sides of the frount just thats of little things that you would think a care in space would have. and more design/ shaping i think something from crazy taxi would be cool with a space look but over all a bad model could you show a wire frame, just so we can see where all the polys are. :thumbsup:

jOBe
06-29-2005, 06:20 PM
thanks for all those replies even if i havent much to show off yet. a wireframe of the old model isnt important since im gonna replace it anyway, the count was around 2400 triangles.

I've been artworking like a madman the past day and hae thought a lot about the basic form of the taxi. It definately needs to be somewhat 'cute' to get the player emotionally attached to the model, since the actual driver will never be visualized for identificational purposes.
Heres a new concept - its very rough and needs a lot more details, yet i'm quite satisfied with the basic shape. please comment :-)

http://kupferland.de/bilder/taxi_3.jpg

<edit> updated picture

RO
06-29-2005, 06:28 PM
I do not think Adam Atomic meant changing the color but adding tints and light effects. For example if you look at a car in the sun and it is red you have many degrees of reds that go into bluish and oranges depending how the sun hits it. These are ways of creating slight shadows. Adds lots of depth in the work.

Like some people tend to use black a lot for shadows when you could use dark reds and blues.

Concept looks intresting. if your going for a cartoon look this is looking cartoony.

Neil
06-29-2005, 06:33 PM
Seems stuck somewhere between boxy and smooth curves. If it's curvy, then start smoothing them out. It just looks kinda messy right now.
The checker texture should not be blurry either, that totally sticks out, and is prominent to representing a taxi.

AdamAtomic
06-29-2005, 06:34 PM
EDIT - yes desp you hit it on the head thank you!

Jobe - I think your thought process is a very good one - usually the only time you see people thinking about vehicles as characters are games like Twisted Metal or V8. Usually there is a pragmatism and realism that keeps the vehicles from being as fun as they could be. It is an approach that I would love to see everywhere! Another thing to keep in mind is how to keep the back of the taxi interesting to look at; a good example is the ship design from Wipeout. 90% of the vehicle detail was in the rear 25% of the ship, which was also the most visible part. Cool wings, a great particle effect for the jet trail, the canopy, etc. Obviously you are not designing a dragster racing ship here, but if the Taxi will be shown from one view for most of the game it'd be a good idea to think about how to spice that up some!

jOBe
06-29-2005, 07:18 PM
"Another thing to keep in mind is how to keep the back of the taxi interesting to look at; a good example is the ship design from Wipeout. 90% of the vehicle detail was in the rear 25% of the ship, which was also the most visible part. Cool wings, a great particle effect for the jet trail, the canopy, etc. Obviously you are not designing a dragster racing ship here, but if the Taxi will be shown from one view for most of the game it'd be a good idea to think about how to spice that up some!"

yeah, thats why i'm including a big window on the back of the taxi. i'm gonna model out the interior of it and the passangers will be visible, sitting on the backseat and 'may' even be animated.

jOBe
06-30-2005, 06:24 PM
been busy on modelling the base form of my concept. i still try a lot stuff while modeling and still need to define the front / rear view of the taxi.

I'm at 1800 Polys now, mesh isnt cleaned up at all at this state.
Still a lot more to do and a lot more polys to spend.

http://www.kupferland.de/bilder/taxi_4.jpg

jOBe
07-01-2005, 05:24 PM
i've hit 3000 polys now.
the back still needs a lot of work, i'm still thinking about how to improve the look of the turbine and how it is let into the varish of the car. same thing at the front, i'm still trying to improve the 'character' of the car.
please help me with some comments

http://fwww.kupferland.de/bilder/taxi_5.jpg

jOBe
07-02-2005, 05:16 PM
another update on the mesh.
hopefully i'll finish the low poly mesh at the end of this day - still a lot edges to clean and minor details to add. After this I'll continue with UVMappig, Normalmapping and then Texturing.
polycount is 5k now.

http://www.kupferland.de/bilder/taxi_6.jpg

qrt
07-02-2005, 09:21 PM
"update on the mesh" - good, => beter,

Tronno
07-02-2005, 11:54 PM
Nifty model. There is a small design flaw, but it shouldn't be that hard to fix. Basically, the windshield is very small and the window pylons produce huge blind spots. That would make it pretty hard to drive the taxi without crashing into things. Furthermore, the windshield is smaller than the rear window, so it's easy to confuse the front end of the car with the rear end of the car.

I hope that helps.

SpiralFace
07-03-2005, 03:54 AM
agree with Tronno, the smaller wind shild makes it harder to determain what side is front or back. Assides from that it looks realy good. Keep up the good work.

jOBe
07-03-2005, 01:37 PM
@Tronno
I never thought about that pylon blind spot. I'm taking form over funtion on this car, so if thinner pylons dont fit to the overall forms of the taxi i might not change it - thanks for this helpful crit thou'.

@Tronno & Shadow Slayer
I know that the rear window is way bigger than the front window. The rear window is gonna be transparent to let the player look inside the cab and actually see the passangers sitting on the backseat, doing panic animations and all that neat stuff. I hope once the window is transparent and texturing is in place people wont mess up front/back anymore.

jOBe
07-03-2005, 04:34 PM
added more details and started to work on the normalmap.
the base mesh is around 5k triangles now.

http://www.kupferland.de/bilder/taxi_7.jpg

RO
07-03-2005, 05:10 PM
Looks cool so far, btw did you ever finish your house? Becuase I never saw the end of that.

jOBe
07-03-2005, 08:04 PM
Looks cool so far, btw did you ever finish your house? Becuase I never saw the end of that.

thanks :-)
as for the house, i stopped working on it when it came to making textures. i created the high and lowpoly version as intended.
Hopefully i'll get the time to fninish it with textures , but right now i need to work on that taxi.

jOBe
07-04-2005, 08:13 PM
nearly done with the normal map now.

http://www.kupferland.de/bilder/taxi_8.jpg

AdamAtomic
07-04-2005, 09:20 PM
wow! it looks great man keep at it!

jOBe
07-07-2005, 12:40 AM
phew, here we go again.
finished the UvMapping on the lowpoly object after adjusting the low geometry towards the high poly.
I've began to add high level of details all over the place but tried to especially make the rear interesting since thats the part the player is gonna stare at most of the time.
As usual and especially in this stage im very grateful for comments and crits.

http://www.kupferland.de/bilder/taxi_9.jpg

jOBe
07-08-2005, 12:43 AM
been rendering the normalmap mostly today. tweaked some stuff as well - theres still some work to do but I hope i'll be able to start with the colormap tomorrow.

here are some reaaaaal dirty progress shots directly from the engine preview. I'm using the Nebula2 engine from Radon Labs (http://www.radonlabs.de/).

http://www.kupferland.de/bilder/taxi_10.jpg

DevilHacker
07-08-2005, 06:08 AM
been rendering the normalmap mostly today. tweaked some stuff as well - theres still some work to do but I hope i'll be able to start with the colormap tomorrow.

here are some reaaaaal dirty progress shots directly from the engine preview. I'm using the Nebula2 engine from Radon Labs (http://www.radonlabs.de/).
WOHO!
The Nebula2 is great.
I have been constantly tinkering with it since it came out. Cant go wrong with it.
As far as the model, Its looking real sweet, but its killing me not seeing any wire frames…
:D

jOBe
07-08-2005, 07:53 AM
WOHO!
The Nebula2 is great.
I have been constantly tinkering with it since it came out. Cant go wrong with it.
As far as the model, Its looking real sweet, but its killing me not seeing any wire frames…
:D

your wish is my command.
triangle count is around 4k at the moment. The Meshes for the engines are still missing, I suppose i'll end up as planned around 5-6k triangle count.

http://www.kupferland.de/bilder/taxi_11.jpg

jOBe
07-13-2005, 01:05 AM
finally made the uvmapping for the normalmap so everything is nice and in place. fixed nearly all errors the normalmap caused on lighting and polished the mesh overall.
i threw some colormap on the mesh, just to get a feeling for the upcoming texturing.
stay tuned.
crits on colorlayout and textures very welcome :-)

http://www.kupferland.de/bilder/taxi_12.jpg

jOBe
07-15-2005, 02:54 AM
texturing is about 75% done. tweaks and missing details at varios spots, and you'll notice the back windows and engines are still missing. I'll hopefully begin working on the engines tomorrow.
I'm still not sure about a color for the lights - suggestions?

PS: those shots are all taken directly from the nebula2 engine preview window. theres an environment map shader on the varnish and front windows.

http://www.kupferland.de/bilder/taxi_13.jpg

AdamAtomic
07-15-2005, 03:07 AM
pretty nice improvement over your original model back in post 1 :D the back is beautiful, I love the seats, and the tail lights will really complete the picture. nice job!

ArchangelTalon
07-15-2005, 03:14 AM
I think the joins in the panneling of the car (bonnet shaping, the extrusion running up from the back across the roof, etc) could do with some definition and maybe a bit of dirt in there, seeing as the rest of the car looks a bit worn down.

Also some kind of window frames/trim would be nice.

Just some kind of lines to help break up the one-mold-yellow and add some definition to the details.


Other than that, looking good :D

jOBe
07-16-2005, 08:24 PM
worked on various areas of the texture, mostly did some defining of the different metal parts of the taxi. added dirt to the joins as mentioned. still some stuff to do and im not really sure how i'll add some smooth fabric to the varnish.

http://www.kupferland.de/bilder/taxi_14.jpg

jOBe
07-19-2005, 02:11 PM
worked some more on the textures and added temp windows.
I'm now going to start modelling the engines to finally fill those ugly holes on the back of the taxi.

http://www.kupferland.de/bilder/taxi_15.jpg

supernekosan
07-19-2005, 02:58 PM
ho yea good job!

Por@szek
07-19-2005, 05:52 PM
Taxi "like" 5th elemnt liks cool. I will only add more scratches and dirt on the yellow part.I think some electronic accent like lcd's or cables will be also nice (like hole in the metal with chips and cables inside). I know I know .. I'll always destroy everything :twisted: But what can do when that type of objects look the best in games?? Kepp it up, cool work.

jOBe
07-21-2005, 04:32 PM
been working on the specmap and the engines mostly, thou i made some additions to the normalmap and diffuse as well. here are a few shots, together with a detail shot of the engine without the normalmap beeing displayed. Polycount is at 5860 now.
the shots of the taxi are actual ingame shots.

http://www.kupferland.de/bilder/taxi_17.jpg


http://www.kupferland.de/bilder/taxi_engine_1.jpg

dpizzle
07-21-2005, 05:10 PM
damn those engines look nice...
you should add some particle effects! :applause:

-dp

AdamAtomic
07-21-2005, 05:11 PM
Awesome! I have no trouble at all imagining cool green exhaust trails coming from the engines. It'd be cool for the flaps to be like almost closed at low speeds, and then gradually open up as the vehicle accelerates.

Stefander
07-21-2005, 05:15 PM
I'm no designer, but that looks like one hell of a futuristic cab... Also, if you need some more reference (I guess it's too late, but still because I'm too lazy not to type it ;)), watch Minority Report as well, it's a wealthy source of inspiration for some other objects you might want to make in your game project... Looks good enough for an in-game model, even without the normal map...

Keep up the good work! :thumbsup:

DevilHacker
01-02-2006, 08:07 PM
Sorry for the thread bump, but I was just wondering if any new work has been done on the cab or the game the cab was being made for… ?
:D

carakong
01-03-2006, 10:39 AM
wow that looks awesome, great work, inspiring!

CGTalk Moderation
01-03-2006, 10:39 AM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.