View Full Version : APC vehicle-meed advice and crits
09-17-2006, 03:42 PM
new model im working on, its gona be for my small demo im making, more than likely just for personal use really. anyway this is how far i have got so far, im stuck a little on what else to add (geometry) since i dont have a concept for this vehicle. maybe i should just start texturing it and see how it turns out. i know i need to add a door, ill probably just stick one on the back.
the concept im aiming for is an armored vehicle that can hit highspeeds while crossing hazardous terrain, such as wrecked cities, deserts, large bodies of water etc.
So fars it about 3800 poly's, which is mostly the wheels. i think i need to simplify them a lot.
here are a few renders and screenshots of the vehicle.
09-17-2006, 05:22 PM
havent added anything yet, just posting a HD render. give you's a bit more to look at.
Im still trying to think of what texture look im gona go for. im not sure if it would look cool with a futuristic texture map or a more modern camo map with scracthes and mud splatter etc.
09-17-2006, 05:41 PM
in my oppinion the side part is to empty. I would play around with the size of the tires, because I think the vehicle would look much better with bigger tires. I could also imagine to change the antennas. You could make them longer and bend them down to the front, like you can see on military vehicles. It would make sense, in order to drive highspeed without hitting any obstacles and would add a nice form.
And if I were you, I would definitely delete these spikes on the tires, because it looks like an RC-toy car this way :)
09-17-2006, 05:45 PM
You should have a concept of some kind, it's good advice. Try out some concepts before texturing.
The tiny spikes inside the wheels just waste triangles IMO, they're very small geometrically so it wouldnt make much difference if it was only textured.
If by "demo" you mean like a running demo within a 3d engine then if you are going to have per pixel lighting (maybe normal maps), the sharp angles and the the large size of the polys on the side may be a problem.
Otherwise the design is a bit odd for an armoured vehicle because the exposed suspension (or struts?) could be easily damaged in hazardous terrain.
09-17-2006, 06:59 PM
thanks for the replies guys, much appreicated :)
rosch: took your advice and altered the model, i got rid of the antennas though, ill probably make some new ones, the ones i had didnt look to good. thanks for the crits man
braincell84: im gona draw up some concepts soon, ill probably draw some enviroments to, itll help me get a better feel of what i want to do with the model. ive removed the small traingles on the wheels, they didnt look to good. ill be using blender/ ogre and i would like to use nor maps, perpixel lighting, hdr and ao. thanks for pointing the infor about the side out, ill either add some more details or add a few bits of geometry in there, it cant hurt the overall framefrate to much (i hope :) ). Ive also added some protection, a set of heavy duty ski's (right spelling?) that go all the way along the side of the vehicle. Also ive added protection around the axles and wheels joints. thanks for the crits and info
what do yous think now?
09-17-2006, 07:20 PM
That looks a lot better you should normal map some treds onto them tires. I think it would look better if you added some large gurders or metal plates to the sides. You should add some detail to the wheels.
Keep up the good work
09-17-2006, 07:56 PM
thanks for the comments man, im working on it now. ill try and make some nor maps for the wheels, im not sure how i want them to go yet. i.e. thick treads, rectangle grips etc... once i decide ill start on them asap. ive added some details to the side (not the main body), basically its a large armoured plate with a clothe material at the bottom covering the wheels. hmm maybe the clothe could be made of nano materials wich resist shock, bullets and other stuff :P
here is the render, what do yous think of it?
09-18-2006, 12:24 AM
It's certianly looking more interesting with each iteration. I'd also considering adding some geo of some sort to break up the main shell of the vehicle, over the tread area. Perhaps more facetted panelling, similar to what's protecting the tread currently.
09-18-2006, 01:28 PM
Damn man, this looks mean :)
You could get some great inspiration from israeli military vehicles, because the style is a little bit this way. Later you could also add some baggage on the side-pannals in order to fill the space. I could also imagine some (don't know the exact word) rifle pintle mounts on the side that the crew could open fire through holes without leaving the vehicle.
09-18-2006, 03:42 PM
another update, ignore the cubes on the side of the apc they look crap. i havent change alot since im gona add the detail with textures now.
rosch: thanks for the comments man, ive been looking at isreali vehicles, thanks for the tip :). im gona add the gun holes on the side so the soldiers can shoot out of it. im not sure aboput adding baggage on the side though since i want it to be quite flat on the sides. i dunno though i might go back and change it.
y3llow5: thanks man, im trying :). do you mean the main hull or the top part of the armour plate above the tyres? ive added plates to the side. ill probably add the rest with textures and nor maps.
the one on the left is the standard troop carrier, it has turret mounted gatling gun which is commanded by a gunner who uses a 360 computer display to target enemies. the one on the right is a cargo carry/ repair vehicle, it can carry a few soldiers but most of the room is taking up by equipment and spares for vehicles and buildings. ill need to add more detail to the crane. the soldier in the middle is just a soldier i made sometime ago, ive used him for size comparison.
09-18-2006, 03:42 PM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.
vBulletin v3.0.5, Copyright ©2000-2015, Jelsoft Enterprises Ltd.