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View Full Version : Treaded Hummer for UT2k3 mod [wip]


flaagan
12-23-2002, 05:32 PM
Ok. Let me start off with this (http://www.fuzzywoto.org/0004_Rthree/) so you know what this vehicle's for.
This 'treaded hummer' is part of the 'poor class' of racing vehicles, so in fact it will be not a full Hummer, but a combination of Hummer parts and large SUV parts (most of this detail will be done in texturing though). The original concept art (http://studioflaagan.com/images/3d/treadedhummer/hummer_concept.jpg) called for missing doors, but vehicle interiors for the time being have been ruled off. I had some part in the original design for the vehicle, and have since suggested this type of tread (http://studioflaagan.com/images/3d/treadedhummer/SnowHummer_3%5b1%5d.jpg), as it was what I originally wanted. I intend to model that tread type as well, but it will hold off until the rest of the vehicle is done.

Front 3/4 Shot (http://studioflaagan.com/images/3d/treadedhummer/hummer8a.jpg)
Rear 3/4 Shot (http://studioflaagan.com/images/3d/treadedhummer/hummer8b.jpg)
Quick Texturing (http://studioflaagan.com/images/3d/treadedhummer/hummer_textured1.jpg)

Currently the vehicle's ~1900 polys, with a ~2000 poly limit on the vehicle. I'd greatly appreciate any input on improving the design (this is my first vehicle model).

Thanks in advance! :thumbsup:

flaagan
12-24-2002, 06:03 AM
~65 views and not one reply :surprised
c'mon guys, this is more views than my crappy lil drive-in got, and i got some great input on that anyways! You dont have to be a modelling expert to tell me whether you like it or not so far... (i'd like to hear what someone who might play the mod would have to say).

Beroc-LOD
12-24-2002, 06:06 AM
Good work... though not exactly my style... I personally don't like the rubber band treds on it, but it is your vehicle... I am more into the heavy metal stuff on tracked vehicles... Also, it looks a bit boxy to me...

I make cars for driving games, not fps games.... but if models can be done that you can drive in UT2k3 that is all the better....

Nice job, come visit my site at http://www.lod3d.net, there is alot of stuff there....

Tumerboy
12-24-2002, 01:45 PM
I still think you should add rollers and support rollers to the treads. . . . so they don't look like rubber bands.

And Beroc this is actually for a racing game mod to Unreal. . . we're converting it.

flaagan
01-12-2003, 11:48 AM
completely forgot about this thread until i was digging through my inbox...
update (http://studioflaagan.com/images/3d/treadedhummer/hummer12.jpg)
worked in some the the Lamborghini LM002's design, and started getting rid of the rubber band look with some rollers (gonna put in cross bars so they're not floating). Also, once these treads (and any vehicle body related details) are worked out, I'm going to model up the previously mentioned snow hummer treads (http://studioflaagan.com/images/3d/treadedhummer/SnowHummer_3%5b1%5d.jpg) so that the vehicle will look more like this (http://studioflaagan.com/images/3d/treadedhummer/hummer10a.jpg). This setup will work better with UT2k3's included vehicle setup, and will also save us the trouble of creating a hidden set of wheels to represent tread-to-ground interaction.
As far as poly count, currently the vehicle works out to somewhere around 1600-1800 (haven't checked).
As always, comments and crits welcome and wanted.:thumbsup:

bentllama
01-12-2003, 10:29 PM
still seems too boxy even for a hummer.
bevel that roofline, etc.

looking forward to seeing more.

flaagan
01-14-2003, 07:20 AM
http://studioflaagan.com/images/3d/treadedhummer/hummer14.jpg

For the time being, i'm calling this version of the vehicle is done. The roofline is slammed cause the 'game design lead' complained that the vehicle didn't look racey enough, and is now starting complain about there being a hummer/suv type vehicle in the game at all. He's gotten on my nerves to the point where i dont care if this vehicle and the other one(s?) i'm modelling for the game are put in at all, i just want to model them because i enjoy modelling and it adds to my relatively small portfolio.

Bliz
01-15-2003, 09:34 PM
Well if you can't get on with a Lead Artist on a mod team you ain't gonna get very far on a commercial game [if that's your eventual aim].

As for the car - you've wasted so many polys on the wheels and the small niggle details like wing mirrors and such when you should be using them to 'micro' bevel the basic shape. At the moment there is no place for a correct specular highlight to sit on the corners of the vehicle. The faces either side will recieve the highlight but not the corner.

Also, coming back to the wheels. In Maya you can alter the vertex normals so you don't need the second set of triangles on the face of the wheels to get that smoothing. I don't know if the UT2k3 engine supports hand-altered normals though?

flaagan
01-16-2003, 04:02 AM
well, it seems the problems between the lead and myself were due to some mixed communications on styling of the models and such (our club has had some problems similar to this before).
anyways, straightened things out between myself and the lead, so that shouldnt be an issue anymore. on a more serious note, the conceptuals for the treaded hummer are being redone and have so far really given the vehicle a bad-ass racer appeal, so i'm looking forward to starting on that one. for the time being, i'm working on another of the vehicles for the mod, named the Fat Wheel (yes, Hot Wheels pun intended). the wip shots for that are located here (http://studioflaagan.com/images/3d/fatwheel/) if you're interested, and comments on that are welcome as well.

bliz: thanks for the input on the corners. the game will be played from a locked camera view from behind the car (dunno if this affects your comment any), but that's definitely something i need to take into consideration.

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