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hsi
10-11-2005, 07:09 PM
<edit>

finished. none of the textures has been scaled down to proper in-game size. purely a showcase of how i work with textures & normalmapping. hope you like :D

http://tinypic.com/f5da9y.jpg
http://tinypic.com/f5da9j.jpg
http://tinypic.com/f5d9hx.jpg


http://img23.imageshack.us/img23/258/kuekegheeehj8ms.th.jpg (http://img23.imageshack.us/my.php?image=kuekegheeehj8ms.jpg)


</edit>


started this project this weekend. uv-mapping finished today / tomorrow and then its off to hi-polygon modelling.

im thinking maybe it could be for a detailed rts type of game, with some sort of 360 control camera (or the wheel suspension and surrounding detail would be kinda unneccesary) .

2708 triangles.

http://x10.putfile.com/10/28314015811.jpg

http://x10.putfile.com/10/28314063860.jpg

http://x10.putfile.com/10/28314081627.jpg

hsi
10-11-2005, 07:26 PM
ah, noticed some crazy polygons when looking at the pics. *deleting and fixing*

you get kinda blind in maya sometimes.

Cyph3rs
10-13-2005, 05:20 PM
Looks great! good use of polys in my opinion. Done the textured version yet?!

hsi
10-13-2005, 05:38 PM
Looks great! good use of polys in my opinion. Done the textured version yet?!

yeah i try to put focus on to the "round" geometry and really do it round, and push that ahead, like the fenders and wheels, while the rest of it mainly just are boxes :)

textured? not yet. going into hi-polygon modelling tonight :)

DingBat99999
10-13-2005, 06:47 PM
Pardon my ignorance, but what's the basic workflow for creating normal maps? I've never done normal mapping but want to try it soon.

Do you finalize your low poly version first, set it aside, then create a high poly version? I'd guess you need to be fairly confident your low poly version won't change too much when you move on to the high poly part???

Nice model, btw. :)

hsi
10-13-2005, 07:04 PM
Pardon my ignorance, but what's the basic workflow for creating normal maps? I've never done normal mapping but want to try it soon.

Do you finalize your low poly version first, set it aside, then create a high poly version? I'd guess you need to be fairly confident your low poly version won't change too much when you move on to the high poly part???

Nice model, btw. :)

usually, ppl do it the other way around... making the hipoly version first, which actually is a bit better. then you can just "snap" your polygons creating the lowpoly using the hipoly as a reference. when you do like it do, you kinda have to "match" the hipoly to the lowpoly geometry.

that 2700 polycount is down to like 2300 now, mesh looking the same though... :)

Gordon Moran
10-13-2005, 07:32 PM
Excellent model and poly usage. I really like the style and shape of your model. Only place I can see that could save you some polys are the two beams on the underside of the truck that connect the axles. It looks like you tried to make them part of one giant mesh conencting to all the other pieces. You should probably just make them separate pieces like you have done most other places. I can't wait to see the normal map and textures!

D4NN0
10-13-2005, 07:32 PM
I do it the same way hsi I tend to finish and unwrap my lowpoly cage then use that as the base for my highploy sometimes it requires making some changes to the lowpoly after your done but not much.

hsi
10-13-2005, 07:33 PM
Excellent model and poly usage. I really like the style and shape of your model. Only place I can see that could save you some polys are the two beams on the underside of the truck that connect the axles. It looks like you tried to make them part of one giant mesh conencting to all the other pieces. You should probably just make them separate pieces like you have done most other places. I can't wait to see the normal map and textures!

fixed that already!! :D :D :D

Gordon Moran
10-13-2005, 07:44 PM
How do you plan to generate your normal maps for this truck? For an object with so many parts, I assume you can't just sample surface info all in one go, so do you do it piece by piece? Sorry if this is a dumb question, but I don't have much experience with normal maps...

hsi
10-13-2005, 07:52 PM
How do you plan to generate your normal maps for this truck? For an object with so many parts, I assume you can't just sample surface info all in one go, so do you do it piece by piece?

yes, the normal map will be generated piece by piece... :)

hsi
10-14-2005, 07:04 AM
started some hipoly-stuff. here the front an back wheel.

http://x10.putfile.com/10/28601583332.jpg

http://x10.putfile.com/10/28601584859.jpg

http://x10.putfile.com/10/28601590150.png

hsi
10-15-2005, 07:43 PM
continued a bit on the cockpit:

http://x2.putfile.com/10/28714422554.jpg

BakerCo
10-15-2005, 07:58 PM
Looking good no crit from me :thumbsup:

Lost...

Bloodsbane
10-16-2005, 12:33 AM
Looking good so far.. but forget about detailed RTS, I wanna see a full interior. Lots of dirty junk in the wagon too :D

hsi
10-16-2005, 01:04 AM
some quick updates, just for the heck of it.
http://x2.putfile.com/10/28719444357.jpg
http://x2.putfile.com/10/28720015751.jpg

Force_Multiplier[FHd]
10-16-2005, 03:34 AM
Loving It! Great work.:thumbsup:

hsi
10-16-2005, 04:45 AM
']Loving It! Great work.:thumbsup:

thanks :D appreciate it!

hsi
10-16-2005, 06:39 AM
Okey, so i finished some more stuff.

Iīve had some real trouble finding reference on the wheel suspension and other things underneath of the truck. beent trying to google trucks from the same era to get some sort of point how it works, but without much luck.. guess itīs off to the modelkit-shop next time i choose a vehicle since u cant trust google no more :P



http://x2.putfile.com/10/28801272746.jpg
http://x2.putfile.com/10/28801283642.jpg

please crit if anything looks totally crazy.

Oh and i did some test with the normalmap and it looks pretty neat @ 1024.

requiem2d
10-16-2005, 09:13 AM
No crits my friend, looks great :D

hsi
10-16-2005, 09:20 AM
requiem']No crits my friend, looks great :D

thanks:) i hope to finish the hipoly today. not much left to do on it really except some tiny details...

hsi
10-16-2005, 10:37 AM
ok. last update for today. 95% finished on the hipoly. minor tweaks to be added.

http://x2.putfile.com/10/28805340812.jpg

Cyph3rs
10-16-2005, 10:43 AM
Excellent stuff! no crits what-so-ever!

Bloodsbane
10-16-2005, 12:05 PM
Continued excellentness!
If you really can't let go of the wheel suspension and undercarriage, try posting on armorama and such places to see if you can get someone to take a pic from underneath their model kits? My suggestion is to leave it as is though, it looks good from every conceivable angle it would be seen from in whatever game it'd end up in.

hsi
10-16-2005, 12:13 PM
Continued excellentness!
If you really can't let go of the wheel suspension and undercarriage, try posting on armorama and such places to see if you can get someone to take a pic from underneath their model kits? My suggestion is to leave it as is though, it looks good from every conceivable angle it would be seen from in whatever game it'd end up in.

armorama.com! now thatīs a good idea!

rocker
10-16-2005, 12:27 PM
Check out this site also, it seems to have alot of reference on military vehicles http://betah.co.il/booksCatalog.aspx?category=Armored%20Vehicles P.S. Your model looks very good.

hsi
10-16-2005, 12:35 PM
Check out this site also, it seems to have alot of reference on military vehicles http://betah.co.il/booksCatalog.aspx?category=Armored%20Vehicles P.S. Your model looks very good.

thanks a lot :D :D

Ac0rN
10-16-2005, 12:42 PM
hey hey hey, thats some kickass modeling, wonna se some cool texturing now

no critic from me so far :)

Teddy
10-17-2005, 11:46 AM
Looking very nice indeed! Will be intresting to see the texture when you get to that :bounce:

I'll spy on you regularly as usual :thumbsup:

hsi
10-19-2005, 08:12 PM
normalmapping pretty much complete. only a few artifacts to be fixed on the front of it. other than that i think it came out pretty acceptable...

the first two screens are rendered with mayas hardware-renderer just to correct the crazy anti-aliasing that normalmaps + maya viewport creates.

http://tinypic.com/ermjw8.jpg
http://tinypic.com/ermjyr.jpg
http://tinypic.com/ermkb5.jpg

Ac0rN & Teddy :

heh, thanks a lot :D texturing will be started on tomorrow or maybe even tonight. how about giving it some of the good old german gray as colour-scheme? :P

UnAlternate
10-19-2005, 08:42 PM
you're faster than lightning mate! and since you are the better dresser, i'd say mr bryant have to call it a day.

hmm, i guess no one'll understand that. well, top notch! i'll give you a backrub tomorrow. or at least i'll read over your shoulder as you begin texturing! :D

:D

WesleyTack
10-20-2005, 03:18 AM
This is just.. WOW! amazing dude, really excelent normal mapping going on here.
The only thing i see (nitpicking here) is the front grid on the side of the hood, a few grooves look closer then the other. But really nitpickinghere.. i'll shut up, you rock :)

hsi
10-20-2005, 09:46 AM
This is just.. WOW! amazing dude, really excelent normal mapping going on here.
The only thing i see (nitpicking here) is the front grid on the side of the hood, a few grooves look closer then the other. But really nitpickinghere.. i'll shut up, you rock :)

yes this is an issue :D

thats because hi / low poly werenīt very well synced when rendering normal map. thinking of doing it again since itīs just a tiny tiny fix....

thanks for your nice words :D

hsi
10-21-2005, 07:36 PM
began some basic texturing. the colours are kinda dull :x will have to come up with something. well here is a preview anyway. color + normalmap applied:

http://tinypic.com/et5zti.jpg

Cyph3rs
10-22-2005, 07:45 AM
absolutely amazing! keep up the great work :thumbsup:

rockyj123
10-22-2005, 02:49 PM
cool stuff man...

mayb u could normal map the steering wheel too, tat is if u havent already thought about that..
keep it up

Ceccotti
10-22-2005, 03:12 PM
Looks good...you need to add some shading and such to make it look better but im sure youll get to thast i the light maps and bumpmaps.

hsi
10-22-2005, 03:20 PM
Looks good...you need to add some shading and such to make it look better but im sure youll get to thast i the light maps and bumpmaps.

yes, a shadowmap will be rendered out from the highpolygon mesh, thats why i havent done any shadow variations in the colormap as it is now :)

hsi
10-22-2005, 03:22 PM
cool stuff man...

mayb u could normal map the steering wheel too, tat is if u havent already thought about that..
keep it up

well the windshield is gonna cover up most of the interior (dust dirt etc on it) so i think itīll be just very basic... of course the color of it will change later on :D

Psyk0
10-22-2005, 05:35 PM
Solid piece you got there, the high poly is superb and normal mapping came out just as great!.

mindrot
10-22-2005, 11:10 PM
Quality work. I think this is going to look wicked once it's done.

Been meaning to to finish a vehicle I started over a year ago :blush:

hsi
10-23-2005, 10:45 AM
thanks PsykO and mindrot.

uh minor update. nice truck has become evil nazi truck :(

http://tinypic.com/euiolj.jpg
http://tinypic.com/euionp.jpg

Stinkfoot
10-23-2005, 12:40 PM
Noooo, not the nazi's!

Looks awesome, I like the whole banged up look, I can almost imagine wat it sounds like when I look at it.

very good!

B.T.
10-23-2005, 01:37 PM
great work on the textures - love it!

on thing I noticed: there's a small problem with the texture on the edge of the driver-cabin - but that's very easy to fix.

keep up the great work - you inspired me to start on some WW2 stuff as well :thumbsup:

hsi
10-23-2005, 02:27 PM
great work on the textures - love it!

on thing I noticed: there's a small problem with the texture on the edge of the driver-cabin - but that's very easy to fix.

keep up the great work - you inspired me to start on some WW2 stuff as well :thumbsup:

oh shit. im on it :D

woo im a source of inspiration! woo :DD yeah i like the ww2-stuf cause you can mess it up real bad with some serious dirt... and i kinda like that :D its fun to play around with textures like this.

oh and the Opel appearing in Call Of Duty 2 looks better than mine :( sob sob.

cheers!

2019
10-23-2005, 05:18 PM
I'm really i'mpressed with your texture painting. :thumbsup:

mindrot
10-23-2005, 06:38 PM
Textures look great, if not a bit too monochromatic, though you wouldn't want to over saturate it.

SammyB
10-24-2005, 12:03 PM
Wheels look too clean now, need some dried mud action.

hsi
10-26-2005, 12:26 AM
i think its more or less finished. gonna do some props for it now (barrels & stuff)... please tell me what you think about it... especially about the color. i think itīs kinda freaky now :( it came out pretty silent hillish :/


first pics are with normalmap / specular / alpha straight from Maya window. last two are unlighted / no texture filtering.



http://tinypic.com/f0akua.jpg
http://tinypic.com/f0akwm.jpg
http://tinypic.com/f0akxl.jpg
http://tinypic.com/f0alu9.jpghttp://tinypic.com/f0al2w.jpg

MrDev
10-26-2005, 12:52 AM
You are meaking my heard ache :D This is wonderfull i can only see good things comming from COD2 your work being the first.

Grand Job. when COD2 hits your computer share the in game shot.

hsi
10-26-2005, 01:42 AM
You are meaking my heard ache :D This is wonderfull i can only see good things comming from COD2 your work being the first.

Grand Job. when COD2 hits your computer share the in game shot.


Huh? noo this is not for cod2 :D

THIS one is from cod2 :D

http://tinypic.com/f0bzq1.jpg

hsi
10-26-2005, 01:59 AM
fixed the color balence & levels right now. looks acceptable now. will update when 100% with props

SammyB
10-26-2005, 02:30 AM
Hmm, this is freaken excellent, the wood could maybe be a tad darker/browner.. or just have slightly less of the green/blue metal discolouration, it is wood after all. On the other hand, it does look kinda cool, but you risk monotony.

B.T.
10-26-2005, 11:47 AM
Hmm, this is freaken excellent, the wood could maybe be a tad darker/browner.. or just have slightly less of the green/blue metal discolouration, it is wood after all. On the other hand, it does look kinda cool, but you risk monotony.

you're right it looks kinda monotonous, but it's really authentic like that.
the loadfloor (right word?) was painted in the same grey colour as the rest of the truck:
http://patrick.chamourat.free.fr/pageweb/photo/militaire/opel30002.jpg

anyway looks really awesome - love those stained windows :thumbsup:

hsi
10-26-2005, 12:45 PM
you're right it looks kinda monotonous, but it's really authentic like that.
the loadfloor (right word?) was painted in the same grey colour as the rest of the truck:


yes this was quite a dilemma for me, when i realized that EVERYTHING except the tyres on this truck was always painted in the same color. but with some lighter/darker areas + rough dirt it came out pretty ok.

hsi
10-26-2005, 10:12 PM
started doing some props. ammoboxes, fueltanks etc will follow.

http://tinypic.com/f0wyfd.jpg
http://tinypic.com/f0wz04.jpg

did they use that flammable-logo back then? :/ it looks a bit out of place. hmmmm :D

edit: umm i scaled them up. they are TINY on the pics.

JuddWack
10-27-2005, 02:08 AM
Hey this is really great. I had 2 questions.

Is it customary to layout the UV's before I hires is made for the normal map?

Also it looks like the main parts of the car are seperate objects. For instance the headlight is it's own object. How do you go about connecting them into one mesh? Booleans?

Thanks.

Por@szek
10-27-2005, 07:06 AM
Cool.

I have nothing special to say in here. Only that please put the railing on the top of car - will look more interesting , in my opinion. And the barrels maybe a bit different color, maybe red with sign of flamable will be nice detail and contrast.

Otherwise is really solid work. Pretty impresive.

Be cool man :] Its great :]:thumbsup:

hsi
11-01-2005, 03:46 PM
Hey this is really great. I had 2 questions.

Is it customary to layout the UV's before I hires is made for the normal map?

Also it looks like the main parts of the car are seperate objects. For instance the headlight is it's own object. How do you go about connecting them into one mesh? Booleans?

Thanks.

About the Uv layout, itīs not often the best thing to do. I had to tweak the uvīs a bit to get the normal map optimized (clearing black artifacts on edges etc).

On my next model, i will probably do the hipolygon first, then the lowpoly, and then uv-mapping.

About intersecting geometry on lowpoly: This is ok. All the engines can handle it well today and i dont have to split up my mesh... this saves a lot of polys. If you look at my first post, theres a wireframe shot. on that one, i have not optimized mesh and there were no intersections. i fixed that later and poly reduced like 50% on the lower part area of the truck :D


I have nothing special to say in here. Only that please put the railing on the top of car - will look more interesting , in my opinion. And the barrels maybe a bit different color, maybe red with sign of flamable will be nice detail and contrast.

I was thinking about putting that on, but i thought of that when uvīs and texturing was already almost done :( my bad.

about the oildrums: hmm, i fooled around quite a bit with different style & color, but i realized this dark style matched up with everything the best :D

thanks for your comment :)

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