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View Full Version : M-113 for RTS WIP


B.T.
10-06-2005, 07:28 PM
Hi guys,

started working on this model a few days ago. It's supposed to be for a (nextgen) RTS game, like Codename Panzers - it's got 1833 tris, which is a little more than what the original Panzers tanks have - they usually have around 1400-1600 tris.

Here're some screens:
http://www.thedarkmod.de/modelling/m113/m113wire1.jpg
http://www.thedarkmod.de/modelling/m113/m113wire2.jpg
http://www.thedarkmod.de/modelling/m113/m113smooth.jpg

Today I started making the textures - here's what I've got so far:
http://www.thedarkmod.de/modelling/m113/wheel1.jpg
http://www.thedarkmod.de/modelling/m113/wheel2.jpg
http://www.thedarkmod.de/modelling/m113/wheel3.jpg
http://www.thedarkmod.de/modelling/m113/side1.jpg

of course they are all way too high-res. I'll put them all together on one texture sheet with
1024x1024 or maybe even 512x512.

Here's a first texture test:

http://www.thedarkmod.de/modelling/m113/texture_test1.jpg

I'd really love to get some C&C, because I don't have any experience with RTS models :D

Meephunter
10-07-2005, 06:38 AM
Looks good for a start... like to see more added to it, it looks really low poly you might even get away with a few more. Please keep texturing it, your texture are looking really good so far. I would stick with the 1024 but dont forget the bump and spec maps... and if you want the normal map, I would suggest doing one b/c everbody is going to want to see it normal maped if you are looking to get a job in the game industry because that tech is here now. Detail is the key so keep it up, no real problems with it yet but i am sure as you keep adding to it people will see somethings that they dont like and will let you know

SHEPEIRO
10-07-2005, 10:50 AM
personally i wouldnt use a normal map for this object, it would be alot of work to model the high poly, and because of the boxy shape i dont think its particularlly needed. maybe consider them for your next project.

you could use the photoshop filter, from Nvidia, to generate normal maps from a heighrt/bump map, but i dont think its that important.

keep on nice texture work.

B.T.
10-07-2005, 11:40 AM
thx for your replies :)



As I said I've no experience with RTS models, so are the new engines really capable to render specular and normalmaps for every model? I think I won't create a highpoly version of it, because as shepeiro said it'd take quite long to add all the details and I'm not sure whether that is worth for a RTS model.

thx again for your help - I'll keep you updated.

B.T.
10-19-2005, 08:11 PM
ok the texture for the m113 is almost done, I'll post some new screens soon.

here's a screenshot of a little "sideproject":
http://www.thedarkmod.de/modelling/m113/soldier1.jpg

looking forward to C&Cs :) I think I'm going to rig and animate him, when the M113 is finished. I've almost no experience with animating at all, it's really time for me to learn at least the basics.

btw what do you think about the polycount? would that be ok for a modern RTS game? My only orientation was Codename Panzers again - their soldier models have around 550 polys.

hsi
10-19-2005, 09:31 PM
texturing and dirt on the m113 are great! keep it up! those wheels are reeeally really nice! :D :D :D :D the only thing i thought of was that maybe itīs a bit too "colourful"? try toning it down a bit... hmm just a thought... :)

about the dude, isnt his face a bit "stretched" with a very long nose? maybe itīs just a bad angle :D

great stuff. (also modelling for rts type of game now btw :D not on a real one but... yea in my mind. im waaay above Codename Panzers specs though :D).

blz
10-19-2005, 09:37 PM
looks very nice so far, some nice texturing.
keep up the good work

B.T.
01-17-2006, 05:56 PM
sorry for the lack of updates, but I had to work on other stuff and for the last weeks I wasn't even able to connect to cgtalk because of my provider.

here're some shots of the fully textured model (no render, just viewport shots):
http://www.thedarkmod.de/m113.jpg


looking forward to your crits :) any suggestions regarding the texture? probably more dirt?

B.T.
01-19-2006, 05:47 PM
...anyone?

PhilOsirus
01-19-2006, 07:12 PM
I think it looks good, I wonder if the cannon is support to be able to rotate 360 degrees? If so it looks like it couldn't. That's all really, no crits.

B.T.
01-20-2006, 01:08 PM
thanks I totally forgot about that, when placing the rolls on the top. Gotta fix it now..

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