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View Full Version : Daimler Dingo WW2 UK Recon Car


jodonnell
09-19-2005, 04:44 AM
This is a Daimler Dingo scout car used by the UK in WW2, made for a Battlefield 2 mod. I haven't gotten to working on the tires or wheels yet, so those aren't in a finished state. I also think I will dial back the bump on the mud somewhat. Anyhow, comments/critiques desired, thanks! :)

jodonnell
09-19-2005, 04:48 AM
One more pic

requiem2d
09-19-2005, 05:04 AM
Hi jodonell,

Good start!

What's the count and texture size if you don't mind me asking? Cheers.

jodonnell
09-19-2005, 05:09 AM
It's ~3500 triangles, with a 2048:1024 texture (which I believe will be reduced by 50% for ingame, this is just the working rez), and modelled/rendered in Lightwave.

Wintermute
09-19-2005, 05:12 AM
that's looking pretty sweet so far.

I agree with dialing the mud bump back a bit. it's really standing out too much at the moment. Got a wireframe view?

:beer:

Edit: I don't know about current game engines, but I've been under the impression that texture sheets for games need to be squares ex: 512x512 1024x1024 etc…

Hugh-Jass
09-19-2005, 05:34 AM
I don't know about current game engines, but I've been under the impression that texture sheets for games need to be squares ex: 512x512 1024x1024 etc…

it depends on the specific engine ..usually just powers of two as a general rule...i've been told square ones load faster..but i've worked on games where some maps have been 4:1 aspect (128 x 512)


I had aTamiya 1/35th plastic model kit of this vehicle as a kid what i remeber about it is the soldiers where pretty big relative to the car (the vehicle is actually kind of small)...love what i'm seeing so far

one tiny crit..i'd personally increase the "burlap" tiling (if its tiling that is - otherwise paint it less coarse)... at least in the parts where it's used as straps... but maybe a bit more overall

jodonnell
10-05-2005, 07:14 PM
Some more progress on things; levels re-adjusted, cloth reworked a little (still tweaking the cloth tiling levels). Thanks in advance for any critiques :)


http://studentpages.scad.edu/%7Ejodonn20/01.jpg

http://studentpages.scad.edu/%7Ejodonn20/02.jpg

http://studentpages.scad.edu/%7Ejodonn20/03.jpg

http://studentpages.scad.edu/%7Ejodonn20/04.jpg

RmachucaA
10-06-2005, 03:18 AM
looking sharp!

nealb4me
10-06-2005, 03:21 AM
Hi, this is looking good. Not much to crit really. I'm curious as to how you have set up the render with the normal and spec maps. Is it just the bundledmesh material in max?

Edit: You are missing a smoothing group on the rear light! busted! :P

jodonnell
10-06-2005, 03:33 AM
D'oh; I had it set to a smoothed surface, but it was at 45 degrees threshold; needs to be 60 apparently. Thanks :)

This is all done in Lightwave; it's simply a grayscale map assigned to the specular channel and a grayscale bump map applied to the bump channel. :)

jodonnell
10-11-2005, 06:32 AM
I corrected the tread alignment and dirtied the tires a bit more, and I tried re-doing some of the metal chipping (not sure if it's quite right yet however.) Thanks in advance for any critiques! :)

http://studentpages.scad.edu/~jodonn20/10_10_bump_0015.jpg

http://studentpages.scad.edu/~jodonn20/10_10_bump_0016.jpg

http://studentpages.scad.edu/~jodonn20/10_10_bump_0017.jpg

http://studentpages.scad.edu/~jodonn20/10_10_bump_0018.jpg

SHEPEIRO
10-11-2005, 09:11 AM
sweet sweet sweet, put it in the done tray. or see if you can get it in a game engine. BF2?

jodonnell
10-15-2005, 09:57 PM
Tweaked the texture some - the edge highlights & paint chips are now lowlights instead; also added an Unsharp Mask to my texture, which was a surprisngly large improvement for so little work.

http://studentpages.scad.edu/~jodonn20/10_15_0015.jpg

http://studentpages.scad.edu/~jodonn20/10_15_0016.jpg

http://studentpages.scad.edu/~jodonn20/10_15_0017.jpg

http://studentpages.scad.edu/~jodonn20/10_15_0018.jpg

http://studentpages.scad.edu/~jodonn20/10_15_0019.jpg

http://studentpages.scad.edu/~jodonn20/10_15_0020.jpg

hsi
10-16-2005, 09:45 AM
hey there!

your model has gotten much improved since the last time i checked. nice. unsharp max is the shit!

but your uv-spacing seems a bit unbalanced. the inside, for example. i know this isnt very visible in-game probably, but it could be! also, i checked some reference on the dingo. you know the "misplaced" hole on the rims? theres actually a hole right through there (whichyou could just make black or something) cause now it just looks as if you put that wrong by mistake or something lol... actually thats why i checked ref because i didnt know what was going on there.

jodonnell
11-02-2005, 06:43 PM
Yep, I re-did the interior UVs (I'll post the cab shots later) and thanks for the reminder on the wheel - I saw that in the photos, but I need to clarify it on the texture. :)

Anyhow, here are some refinements on the texture (after a long delay) to make the texture a little more subtle.

http://studentpages.scad.edu/%7Ejodonn20/11_2_3_0015.jpg

http://studentpages.scad.edu/%7Ejodonn20/11_2_3_0016.jpg

http://studentpages.scad.edu/%7Ejodonn20/11_2_3_0017.jpg

http://studentpages.scad.edu/%7Ejodonn20/11_2_3_0018.jpg

HellBoy
11-02-2005, 07:38 PM
wicked improvement so far m8

kinda not happy with the interior texture though, that shot where the roof is opened

good one, keep em comming

hanzo
11-03-2005, 09:04 AM
someone may call me a control freak BUT HEY, I WANT ONE AH THESE!

jodonnell excellent job man I'm really loving this texture work, ya know with all the muck and stuff ;)

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