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B.T.
10-23-2005, 07:37 PM
I really love the unique design of the VW Kübelwagen, so I started to create a rather detailed model yesterday. The model weights at a little less than 3800 triangles ATM, quite a lot I know, but I think it's ok for a nextgen FPS. I'm also planning to generate a normalmap for this one.

http://www.thedarkmod.de/modelling/kuebelw/kubelw1.jpg
http://www.thedarkmod.de/modelling/kuebelw/kubelw2.jpg

didn't create any smoothing groups yet, so the smoothed model looks a little of at some places:
http://www.thedarkmod.de/modelling/kuebelw/kubelw3.jpg

high-res model for the wheel:
http://www.thedarkmod.de/modelling/kuebelw/hr_wheel1.jpg

Going to model the rest of the high-res model now...

as always C&Cs are very much appreciated :)

Lluc
10-24-2005, 06:58 PM
good job :thumbsup:

hsi
10-25-2005, 01:22 AM
oh shit, this is gonna be so sweeet :D

the detail is great. hipoly looks extremely promising :D :D :D :D :D

B.T.
10-26-2005, 08:43 PM
thx for your comments!

didn't had much time to work on the highpoly - here's just a little update of the front part:
http://www.thedarkmod.de/modelling/kuebelw/highpoly_front1.jpg

hsi
10-26-2005, 11:33 PM
theres a lot of very hard edges on the hi poly. when working with normalmaps it´s always better to exadurate form a bit, to make sharp edges just a little bit smoother than they are in real life, to make them more visible in the final normalmap. learned that from the truck :D

for example, those bolts look like they´re at a 90* angle. the normalmap rendering will delete all the action from that bolt and you will only get a couple of messy pixels. also, if you look at the big thing sticking out from the centre of the wheel, it has a soft beveled edge, but it would be nice if it was even more beveled. that will make it appear "deeper" in the normalmap. softer edges, more normal map action. 90 angles. no action!

keep at it. its gonna get great.

B.T.
10-27-2005, 02:22 PM
thx for the advice. there aren't any 100% sharp edges because I'm using subpatches for the highpoly model, but you're right there's some 90° geometry that wouldn't be rendered into the normalmap properly.

I did a quick normalmap test of the wheel in doom3:
http://www.thedarkmod.de/modelling/kuebelw/normalmapped_wheel1.jpg

eventhough doom3's built in renderbump tool is quite nice I'd rather like to generate and render all the normalmaps in lightwave, but I couldn't find a good plugin yet.
this one (http://amber.rc.arizona.edu/lw/normalmaps.html) does work, but the result is really poor compared to the d3 normalmap.

does anybody know a better (newer? the one I found is from 2003) normalmap plugin for lw?

hsi
10-28-2005, 01:40 AM
hm, that wheel actually came out really good. i didnt know that d3 had a built-in normalmap generator? :)

dont know anything about lightwave, so i cant help you with the plugin-part :/

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