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WesleyTack
09-21-2006, 11:55 PM
Howdy, After rewatching Duel again last week i decided to use the elements for my testing into next-gen, normal mapping. I plan to do the truck, the car and Dennis Weaver. I've almost completed the truck low poly model, trailer needs a bit more work, than i need to clean the models a bit. I was aiming around 15.000 triangles (truck + trailer) i'm guessing thats fine for next-gen? and 2x 2048*2048 maps? Suggestions/crits more than welcome! Thanks

****FINAL***

http://www.wesleytack.com/images/duel/duel_001.jpg

http://www.wesleytack.com/images/duel/duel_002.jpg

http://www.wesleytack.com/images/duel/duel_003.jpg

http://www.wesleytack.com/images/duel/duel_004.jpg

Johny
09-22-2006, 01:02 AM
first of all dont render lowpoly models with GI simply take a screengrab , with wireframethat will allow people to see if there is polywaste etc. And just because it is next gen it doesnt mean you should exagerate, for instance that truck you claim to have 15000 triangles , yet appart from the weels i dont see detail on it , and i bet that if you showed the wireframe the polydense would be just on his wheels and details on the front glass.
The texture resolution you proposed is ridiculous , unless you need to add details that are important for close ups i dont see a reason to exagerate, that models alone could have just 1 1024x1024 with normal mapping and correct unwrapping to use its full sace :)

good luck and i hope you dont get offended :)

WesleyTack
09-22-2006, 02:26 AM
Thanks for the comment Johny, i'm not offended.
But when you tell me how rediculous it all is and not telling me what specs would be more adequite it's kinda hard to fix. And like i said on the post, the whole thing still needs cleaning. But i figured before i start cleaning i'd ask what specs would be "ok" so i know howmuch to clean up. Since i have no idea bout next-gen stuff (been working for a half-lifeČ mod for 3 years). Also, the half-lifeČ buggy was / is? (not sure) 13k triangles and Half-lifeČ is 3 years old already. So I figured 15k for truck+trailer wouldn't be that bad 3 years later. Oops.

I'll post a wireframe later, after cleaning.

WesleyTack
09-24-2006, 02:33 PM
Ok, after cleaning up the truck, it's now around 14k triangles. As for the texture sheets, i'll probbly go for 2x 1024*1024 (truck and trailer) and 1x 512*512 (tire/rimm). I'm gonna go over the model again later to see if i can slim down the triangle count some more. But I doubt i'll edit much anymore. Unless anyone can see any obvious things to fix? Also included is a wireframe shot.

http://www.wesleytack.com/low/duel_1.jpg
http://www.wesleytack.com/low/duel_2.jpg
http://www.wesleytack.com/low/duel_3.jpg
http://www.wesleytack.com/low/duel_4.jpg


- Wesley

Ghostscape
09-24-2006, 10:46 PM
If you're going to normal map this then don't model the tiny details on the low poly! The front grill should be flat and then normal mapped, the bolts on the wheels should be normal mapped, etc.

Your model should only focus on silohouette edges for the most part, or very large concave bits (IE the wheels). Small details are what normal mapping is what normal mapping is designed to simulate.

Basically, if it's something you would've painted on a "lastgen" model, bolts, moulding, seams, vents, etc, it's a perfect candidate for normal mapping.

WesleyTack
09-25-2006, 12:45 AM
Thanks for the comments Ghostscape, I did what you said, and also did some more cleaning up on some areas. The final model is ready for unwrapping. It's just below 11.000 triangles.

http://www.wesleytack.com/upload/duel_27.jpg
http://www.wesleytack.com/upload/duel_28.jpg
http://www.wesleytack.com/upload/duel_29.jpg
http://www.wesleytack.com/upload/duel_30.jpg


- Wesley

BenEoff
09-25-2006, 03:37 AM
11,000 seems pretty high, I guess it just seems like there are still areas that woud be better off normal mapped and also some that seem like they should be alpha planes. But I'm sure these days 11 grand is perfectly fine for a personal piece. I do think it looks superb, and I like the movie too so I'm hoping you finish it!

Squirmy
09-25-2006, 03:44 AM
Its looking pretty good. Im glad you got rid of the wheel lugs and grill that was very wasteful. I was wondering if all of those cylinders you got sticking through the various surfaces like the ladder, tail lights, gas tank cap, those dont still have the caps on the backside right. Seams like you could have gotten to this point with a lower poly count.

Just for fun try puting the optimize modifer on it and adjust some of the settings. Then look around and take note of what its doing in diffrent sections. You might find something that you can optimize yourself. Oh yeah, then delete the optimize modifier from the stack so your back to your original.

WesleyTack
09-25-2006, 08:58 AM
11,000 seems pretty high, I guess it just seems like there are still areas that woud be better off normal mapped and also some that seem like they should be alpha planes. But I'm sure these days 11 grand is perfectly fine for a personal piece. I do think it looks superb, and I like the movie too so I'm hoping you finish it!

What areas are you talking about? Everything is very flat as it is already. It's this high cause it has 18 wheels, without the wheels it drops fast (4644 triangles go in the wheels), and I really think wheels should appear round, nothing i hate more than wheels that are pointy. You say it's ok as a personal piece, but i'm positive that this model will run fine in Half-LifeČ still, and to prove this i'll ask our coder to put it ingame and make it even drivable. There is also a thing called LOD models, which I think a lot of people tend to forget.

Its looking pretty good. Im glad you got rid of the wheel lugs and grill that was very wasteful. I was wondering if all of those cylinders you got sticking through the various surfaces like the ladder, tail lights, gas tank cap, those dont still have the caps on the backside right. Seams like you could have gotten to this point with a lower poly count.

I removed all unseen backfaced polys yes.

I'm gonna start unwrapping it asap and start making normal maps for it. This is where things start to get new to me, since i never did those on a model this big. I'll post updates when i have some.

*edit*
I did find something i could fix, the latest polycount is 10.611 ;)

ElFuego
09-25-2006, 02:02 PM
The 11000 tris doesn't seem that big to me (this is a next gen model after all). Oblivion for example uses more or less the same polycount to one armour *sigh..whatta waste :)*

Modelling looks solid to me and the polys are spent (now) quite efficiently. I agree with Ghostscape about detail that doesn't add to the silhouette. Normalmap takes care of those.

Cheers!

Johny
09-25-2006, 03:21 PM
http://boards.polycount.net/showflat.php?Cat=0&Number=148306&an=0&page=0#Post148306

BenEoff
09-25-2006, 05:32 PM
I don't know how practical this is for moving geometry, but maybe worth taking a look at for how they handle cylindrical objects.
Here (http://www.softimage.com/education/learning_resources/tutorials/webTutorials/XSI_5_0/pandemic_GDC_06/OldSkool01.pdf)

Ghostscape
09-25-2006, 06:29 PM
I don't know how practical this is for moving geometry, but maybe worth taking a look at for how they handle cylindrical objects.
Here (http://www.softimage.com/education/learning_resources/tutorials/webTutorials/XSI_5_0/pandemic_GDC_06/OldSkool01.pdf)

God no. The way they cap all of their cylinders with a big fat alphamapped plane is such a joke, because in this day texture space is way more important than an extra dozen triangles to make a cylinder cap.

One of the other things you could be doing though is merging the interior verts on the wheel like this:

http://img72.imageshack.us/img72/779/checkuh5.gif

Especially deep in the wheel well (less for the protruding bits) because you do not need strong or accurate polygon definition in the deep crevices because the normal map handles that. Mine is a bit extreme but it shows how I've maintained a similar vertex density across all the curved surfaces. You might need a 43 sided cylinder for big fat wheels but you don't need them for the hubcaps, so you can cut your polycount there.

retardedmonkey
09-25-2006, 11:52 PM
Very nice m0del you have here. Inspiration is always a good thing, and you have given it to me :) One question for you or anyone who can answer...in next gen games, the amount and size of texture maps doesnt go up that much does it? Is it like a couple of 2048 maps...or does it just stay fairly average at 1024?

Is there an interior to this beast?

Paul G
09-26-2006, 01:27 AM
G'day Simon.wt

The truck is really nice. Although I think everyone has a valid point when they say that there are some wasted polys. For that polycount, I'd expect there to be an interior aswell.

If you were to present this to a potential employer then it will surely go against you, from my experience, lead artists will be looking at how efficiently you produce your art.

Simply saying "its for next-gen" isnt really a valid excuse to be lazy. Although it is entirely up to you (and I'm not calling you lazy).

I totally agree with Ghostscape, alpha'd wheel caps look terrible. They might work in an RTS where you are pulled right back and dont see it, but why bother to save a few tris. I heard that alpha's can be more expensive than polys anyway.

I estimated you have roughly about 2500+ polys for the wheels. The indentation on the middle of the trailer wheels arent even seen because they are in shadow. But anyway I won't be saying anything that you haven't already been told.

I suggest you slap a pure black material on it and rotate it around in your viewport. Any details that arent contributing to the silhouette of the truck, delete them and texture them on instead.

:thumbsup:

Still, I do like the truck... keep it up.

Paul

WesleyTack
09-26-2006, 02:08 PM
Thanks for all the feedback, you are helping me out big time!

About the alphamapped cylindercaps, when i saw that link i tought the same what you guys said, an alpha channel cap would take more place on a texturemap than it would by adding the few polys. It's something i've seen a while ago, but never used it, and probbly enver will.

Thanks for the preview of the inner circle of the rimm Ghostscape, i'll try and use that stuff more! For this truck i had already removed the inner part and bolt before you posted that picture. So they are gone anyway, and i added them to the normal map.

Thanks retardedmonkey! glad you like it, no i wont do the interiour, because in the Duel movie you never see the truckdriver (well a bit, but not by face). So i'm going to close it up and keep the mystery safe and make the truck the bad person, not the driver :p

Paul G,
the trailer is only 3079 triangles, minus 8 wheels, leaves: 1527 triangles for the trailer.
The truck is 7162 triangles, minus 12 wheels, leaves: 5114 triangles for the truck.
If you look at the wireframe, i don't know where i could cut down on any more triangles in order to get the truck triangle down and add an interiour.
Also, I'm at a point where i don't even consider this model "next-gen" anymore, it's anly 10.241 triangles anymore, and normal maps already work in this generation of games. My take on "next-gen" was the fact that I used normal maps. But is this model with these specs still next-gen?:

10.241 triangles
1x 512*512
2x 1024*1024
diffuse/specular/normal

I really dont think it is, since these specs are very common in Half-LifeČ modding.

I made my first normal map yesterday, only took me 3 hours! :(
Also made a starting texture for it, it still needs work.

http://www.wesleytack.com/upload/duel_31.jpg


The final trianglecount on one tire is 248 triangles. Hope it's fine now.


Cheers

Ghostscape
09-26-2006, 05:42 PM
The term "nextgen" gets thrown around a lot and really I just apply it to anything with advanced shaders, normal mapping, etc. Polycounts can get higher up but polywaste is still bad, etc. If you want to trim more off the truck a larger wireframe would help, but quite frankly 10k for a giant truck like that is not such a big deal. The spots that I can see eating a lot of polygons are the bands around the little capsule/tank things, you could model the part that comes off the truck and then normal map the wraparound part. As it stands I'm sure you've cut the backfacing polys off of those, right?

More importantly, though, I noticed in the last picture that there are some doodads on the back of the trailer, what looks like a thin box/extruded plane and then 3 things at the top, that are perfect normal mapping candidates due to their size and lack of silohouette

WesleyTack
09-26-2006, 06:23 PM
Thanks for the comments, i'll remove the rear lights aswell, i did remove the three bands around the side cylinder yesterday though, like you mentioned, that would be good for a normal map. I wont remove the bands of the tanks attached to the frame though, cause then the cylinder would float next to it, and that would look weird: p
I think i just finished the tires + normal map + texture, any thoughts?

http://www.wesleytack.com/upload/duel_32.jpg

Ghostscape
09-26-2006, 11:09 PM
The tire is looking good - are you generating the normals from a hi poly or just painting them? It looks like you're painting a greyscale and converting it, and the depth setting is really low. You could get a lot more pop out of the normal map by upping the scale setting in the nvdia plug in, and then making it so that the small details are just light grey instead of a white, etc.

retardedmonkey
09-26-2006, 11:18 PM
Yeah I agree about the normal map, would look alot better if there was more depth. The diffuse map is really good though, I am hoping you got them from photos. Can you post another picture of the tires, like the first picture you posted. Because on the first picture the treads looked blurry, not sure if that was the texture or the render. That...is my only request.

WesleyTack
09-26-2006, 11:28 PM
The normal map is made from a high-poly tire yes, i'm not sure if the depth of the normal map has anything to do with the cage being around the low-poly model? cause i had to go up to 2.2 to get rid of all the red areas in my normal map baking. I used the nvidia plugin for the ingraving on the side.

Here is another picture of the truck + tires:

http://www.wesleytack.com/upload/duel_33.jpg

the surface of the tire is a bit more low detailed yes, but i don't really mind about that (since most tires look more worn on that area, since thats the part of the tire that has all the friction). I can't get the surface any bigger on my UV layout unless i overlap it half/half, but then the normal map wont look accurate i suppose?

blacker
09-26-2006, 11:47 PM
Honestly, I wouldn't worry about it. It looks killer as is and I don't think it's going to stick out as a sore point..

retardedmonkey
09-26-2006, 11:53 PM
Yeah it pretty much looks kick ass right now....when you were closer to it tho it could use the depth. But from the new shot it looks hot.

WesleyTack
09-28-2006, 04:14 AM
I'll leave the tires for now then. Unwrapped the truck, all those small parts made me lose it for a while, but it's done now :scream:

I mapped it at 1024*1024

http://www.wesleytack.com/upload/duel_34.jpg

Ghostscape
09-28-2006, 04:21 AM
That is the most optimized unwrap I have ever seen.

That's the cab?

LOOM
09-28-2006, 04:26 AM
mighty fine tacky :)

WesleyTack
10-01-2006, 10:53 PM
I did some tests for the normal mapping on these flat areas, but i'm having almost no detail on my normal maps, am i doing something wrong? or what? I dunno.. it worked better on the wheel :) Heres what i have, as you can see on the result, there is almost no detail?
Is this cause of the smallness of the object on my UVmap? (which is I think the case)

http://www.wesleytack.com/upload/duel_36.jpg


Thats the truck unwrap Ghost, cab/chassis etc etc

B.T.
10-01-2006, 11:05 PM
looks like you've got 90° angles on your highpoly model - guess that's the reason most of the detail is lost. Make the bolts slightly thicker on the one end and it should work.

requiem2d
10-02-2006, 06:56 AM
Can't wait to see this one finished Simon, looks fab up to this point! :D

Zerafian
10-02-2006, 09:52 AM
You should beable to see the detail on your normal map that you ahve on your high res...what program are you using to generate your normal maps? A 1024 should be fine, especially to see some reminense of bolts on the NM, more so than those pixel lines that you r getting where the bolts are and the hinges.

WesleyTack
10-02-2006, 10:12 AM
I did a render to texture with a cage set on amount "1"
I did a test with the widening of the bolts at the bottom aswell yesterday, it gave me a better bolt/circle, but still almost not noticeable.

SquirrelyJones
10-02-2006, 08:53 PM
If your using the render to texture in max it will put a bad skew on all those little details anyway. A way I found arround this is to not add the little stuff to the high poly model but us your low poly uv map as a refference on a plane in a new file and add all the little details to it and use this method for rendering it: http://www.bencloward.com/tutorials_normal_maps11.shtml then use this method to combine your normal maps in photoshop: http://www.poopinmymouth.com/tutorial/normal_workflow_3.htm This way your high poly model is used for shape correction and the little details stay just the way you want them. Also on the material you use for your high poly model be sure to turn the super sampeling (not global super sampeling and not on the material your low poly model uses) on using max 2.5 star or hammersly (techniques named after people seem to produce higher quality results) this will increase the render time but will give you a smoother normal map; don't use this when rendering a GI map, takes wayyy too long. I've been using this technique for a while and it works great. Hope this helps!

WesleyTack
10-02-2006, 11:36 PM
Hope this helps!

It sure does! Those links are very welcome, i'll check them out tomorrow, thanks!
Just to post a quick update, i started texturing some parts, but it's all very early WiP...

http://www.wesleytack.com/upload/duel/duel_37.jpg

Dirt layers, to match it like the Duel movie truck is what i'll be adding last.

WesleyTack
10-05-2006, 12:55 PM
Did some more work the past 2 days, license plates and lights. One step at a time .. :p

http://www.wesleytack.com/upload/duel/duel_40.jpg

Testament
10-05-2006, 03:00 PM
Looking good man, keep it up.

WesleyTack
10-09-2006, 01:34 AM
Did some more work:

http://www.wesleytack.com/upload/duel/duel_44.jpg

LOOM
10-09-2006, 03:55 AM
looking sexy.

Gamedev
10-09-2006, 03:57 AM
The texture work is just your style, looking great. Would the truck have that many plates or just one that exempt in other states, lol?

Looking forward to further progress!

Bandicoot
10-09-2006, 04:40 AM
The back end of the truck (not the trailer, the bridge between the cabin and the back wheels) looks too lengthy. Every truck I've seen looks rather short and stubby when it comes to length. I like the detail work put on (the lock box on the side, etc). It helps add in a lot of charm that trucks usually don't have.

WesleyTack
10-09-2006, 10:47 AM
Loom! Get your ass back on MSN! i misss youuuu :x

Gamedev: As the topic says, the truck is from the movie Duel, the front plates are added for the movie, they are "previous victims" the truckdriver probbly killed on the road with his truck, souveniers if you will. But this time in the movie, David Mann got the better of him.
Edleast thats what i think of all the plates. And some other fans of the movie think the same thing. So I don't think it's a state thing in the USA.

Bandicoot: While modeling/texturing i have the movie on and watch closely to a lot of the details frame by frame, plus i also did a lot of searching on Peterbilt 281 trucks. Here are two screencaps from the movie, as you will see, it is a long ass :)

http://www.wesleytack.com/upload/Snap1.jpg

http://www.wesleytack.com/upload/Snap2.jpg

WesleyTack
10-12-2006, 12:21 AM
Redid the texture on the tires + tweaked some stuff on the truck + added the airpressure tank texture.

http://www.wesleytack.com/upload/duel/duel_47.jpg
http://www.wesleytack.com/upload/duel/duel_48.jpg

WesleyTack
10-14-2006, 01:11 AM
Did some more updates:
- rear lights
- gastank (big one)
- double axls in the back
- suspension back
- overal tweaks all over the texture
Almost all smaller parts are done, can't wait to get them out of the way and start the cab :scream:

http://www.wesleytack.com/upload/duel/duel_52.jpg
http://www.wesleytack.com/upload/duel/duel_53.jpg

Sa74n
10-14-2006, 02:51 AM
been watching this for a while. looking nice :)

WesleyTack
10-16-2006, 12:36 PM
Thanks Sa74n! I've been watching your work aswell on ND, very impressive!

Did the cab detailing, the whole truck needs a lot of tweaking, but that will happen in the end when it's completly textured

http://www.wesleytack.com/upload/duel/duel_56.jpg
http://www.wesleytack.com/upload/duel/duel_57.jpg

WesleyTack
10-17-2006, 01:24 AM
Updated texture on the cab, matches the movie more closely now:

http://www.wesleytack.com/upload/duel/duel_62.jpg

WesleyTack
10-19-2006, 02:09 AM
Almost finished the cab (all thats left is some oil stains), added more highlights to it, and did a lot of tweaking overall. And added some more parts. I'm still gonan redo the red cylinder on the side aswell, i'm really not pleased with it at all at this point. C&C if you have any! So i can fix :D Truck should be done this weekend, then on to the trailer !! :bounce:

Squirmy
10-19-2006, 06:10 AM
This is lookn sweet. Couple of suggestions.

The tires have the same texture so you might want to change the orientation of them randomly. Right now it looks like they all got a nail or something in the exact same spot. Maybe you can just remove it in the texture rather than rotate the tires though. Also since this rig is on the higway and never been washed where are all the splatered bugs?

Keep kickn ass dude.

SquirrelyJones
10-19-2006, 07:36 AM
looks pretty good to me, maybe change the paint to another color, kinda hard to tell what is paint and what is rust, what does your spec map look like?

WHW
10-19-2006, 12:09 PM
No real crits, just subscribing to see what happens :)

Looking good so far though my only niggle is the slight over-use of scratches and noise, but I guess that's the "in" thing these days :shrug:

Oh, the images from page 3 seem to have gone walkies. Could you upload these again?

WesleyTack
10-19-2006, 01:02 PM
Squirmy: thx for pointing that out, i'll fix it. I dunno what you mean with the bugs comment though :p
SquirrelyJones: this is more or less the way the truck looks in the movie (colorwise). My specular map is atm just a "desaturate" image because the texture isn't finished yet. But even when it's finished, i'm a bit unclear how to make a decent working specular map. Or is that enough? "desaturate" and some "brightness/contrast" tweaks? I dunno ... :/
WHW: I know what you mean with the scratches, I see them a lot aswell, maybe i added a bit too much yea lol, too late now :p Also, the images on page3 seem to work for me? I don't know which ones you mean ? They are all under my /duel/ folder.

WHW
10-19-2006, 01:30 PM
Oops. I meant page 2. Probably nothing of consequence tho ;)

When you say it's too late, do you mean the scratches are part of the texture? If you're not using layers I strongly suggest you do...

Regarding your specular, it's not necessary to use a 1:1 desaturated version of your colour map - halving it is quite acceptable. And yes, desaturate is fine, but take in account you're adding detail that may not be related to just the surface of the paint - you could add say, warps from the underlying metal so when the light catches it there's something more than just a scratch being highlighted.

WesleyTack
10-19-2006, 01:57 PM
Hmm i never really thought about making the scratches a seperate layer, good idea. I'll do that on the trailer then. And on every other model i do from now on :scream:

Also, all images from page 2 can be found here: http://www.wesleytack.com/upload/duel/
Since cgtalk doens't work with the [img] tags i don't know what picture goes in what post anymore :)

So basicly, what you're saying is, that if i had for instance did have my scratches on a seperate layer i could use them to also create the spec. map with them so the scratches would light up more then the whole cab. instead of now, it will probbly light the whole thing up equally? Same for pealed off paint etc..?

WesleyTack
10-24-2006, 12:01 AM
The truck is done, i'm now rendering a turntable animation, all i can post so far is the first frame, i'll post the video when i have it. Also here are the texturesheets for it: 1024*1024 and 512*512.

turntable, frame1:
http://www.wesleytack.com/upload/duel/duel_turntable0000.jpg

truck:
http://www.wesleytack.com/upload/duel/duel_90.jpg

tires:
http://www.wesleytack.com/upload/duel/duel_91.jpg

SquirrelyJones
10-24-2006, 03:59 AM
the idea behind the spec map is to make different materials varying degrees of "shiny" and make the light play off of the model in interesting ways. If you keep all the different materials you use (metal, paint, rust, rubber, dirt) you can easily go back and make a very diverse spec map once the color map is done. Though you might be able to pull it off using the color picker. Just using a greyscale version of your texture will only make the bright parts brighter and the dark parts darker. But if you give each material its appropriate specular level it make for a much more interesting effect. the spec map for the tires for example, if you make the metal part very light grey, the rubber part (which is black) meduim grey, and the dirt (the brightest thing on that color map) really dark grey, the tires will reflect light much more acurately and the black of the tires at some angles will actually be brighter then the dirt which will look really cool in your turn table video.

Auctane
10-24-2006, 06:30 AM
looking good simon. sweet job on using that UV too. Looking at that kind of sparks an idea in my head on a different way to approach things, thank you for showing this stuff.

WesleyTack
10-24-2006, 09:33 AM
Thx for the insight SquirrelyJones, the turntable has been rendering and it's halfway at the moment, so i'll just finish this 1st video then. I'll post when ready.

About the stuff you said, really helpfull, I will make a decent spec map the way you described it, i still have all my seperate layers, so i can do what you said. People told me to flatten the image a long time ago, luckely i didn't :scream:

I'll make a specmap for the tires asap and post it, to see if it's done right.

No problem somnambulance, thats what this forum is for afterall :)

urgaffel
10-26-2006, 01:46 PM
Nice job on packing those uvs :D The model looks good, as does the texture, but it kind of bothers me that it looks as if you have some of the speculars painted on the diffuse texture. The side of the hood for example. I'd keep the specular to a minimum and just paint in scrathes and such that would be brighter (on a separate layer mind so you can use them in your specular map as well to give them a little extra kick) and not actual specular highlights.

WesleyTack
10-30-2006, 01:22 AM
Didn't have much time lately to work on this, but i finished it just now. I tried fixing as much of the crits given to me as possible. Mainly fixed spec map and normal map. Next thing to do is the unwrapping of the trailer and texture that. I hope to have that done by next weekend.

http://www.wesleytack.com/upload/duel/duel_92.jpg
http://www.wesleytack.com/upload/duel/duel_93.jpg
http://www.wesleytack.com/upload/duel/duel_94.jpg
http://www.wesleytack.com/upload/duel/duel_95.jpg

WesleyTack
11-02-2006, 11:59 PM
Heres an update on the trailer:

http://www.wesleytack.com/upload/duel/duel_99.jpg

urgaffel
11-03-2006, 09:40 AM
I'd suggest using another colour for the trailer. Something that contrasts nicely with te bronze/brown look of the rest :)

awnold
11-04-2006, 12:58 AM
I agree, trailer another color, any color :)

WesleyTack
11-18-2006, 03:19 AM
About the color, as my thread title says, I'm making the Duel movie truck, which is also brown all over. I'm not gonna go and change colors, that would make it a non-duel-truck model :) Did some more work on the trailer, getting close to final i think

http://www.wesleytack.com/upload/duel/duel_101.jpg
http://www.wesleytack.com/upload/duel/duel_102.jpg

C&C are appreciated
- Wesley

Gamedev
11-18-2006, 03:41 AM
Wesley,

Its looking good. I'm not going to complain about the color (though I want to :)) but I am curious if the nice shine along the edge of tank is painted in the map or done w/ a spec map? The flammable sign on the side is reading strange to me right now. It looks as if you took a red marker and wrote on some masking tape and then applied it to the side of your rig :). The repetition is also weird for me. What about some class 5 toxic signs? Ya know, those crazy diamond shaped signs? Also, if the tank is holding fuel of some sort where is the pump mechanism? My last crit is something I wanted to post on a while back but guess I forgot to. The tires look melted to me. The texture is muddy and reads strange. Just a thought.

Great work overall. Going to get this wrapped up soon?

WesleyTack
11-18-2006, 10:11 AM
Wesley,

Its looking good. I'm not going to complain about the color (though I want to :)) but I am curious if the nice shine along the edge of tank is painted in the map or done w/ a spec map?

I added it on my diffuse


The flammable sign on the side is reading strange to me right now. It looks as if you took a red marker and wrote on some masking tape and then applied it to the side of your rig :).


I agree, I'll need to redo it a bit :p


The repetition is also weird for me. What about some class 5 toxic signs? Ya know, those crazy diamond shaped signs?


Again, the Duel truck doesn't have any of these signs, I think I took a way too boring thing to model, but I just love this truck ever since I saw this movie 15 years ago. So I want to stay as close to the original as possible.


Also, if the tank is holding fuel of some sort where is the pump mechanism?


Thats inside the doors beneeth the tank, and the hoses slide in the back two doors (you can't see them in the render).


My last crit is something I wanted to post on a while back but guess I forgot to. The tires look melted to me. The texture is muddy and reads strange. Just a thought.


I think the specular map is too strong on them, will also fix those up a bit


Great work overall. Going to get this wrapped up soon?


Thanks for the crits, will fix them tonight, I hope maybe by Sunday if possible. I'll need some sort of small environment aswell for a turntable perhaps. I think I should also make the red Valliant car, would make it complete :p

What I also don't quite understand is why my windows still look so flat, even though I normal mapped them, I think i'm gonna try a bumpmap for them instead.

Also, here is a picture of the Duel truck, somehow I don't think my color matches it 100%, I've done so much colortweaks that I'm lost and not sure what to do to make it look closer to the real one, any thoughts?

Pictures on: http://members.tripod.com/~webzapper/duel.html (http://members.tripod.com/%7Ewebzapper/duel.html)

Gamedev
11-18-2006, 06:10 PM
Your tri-pod images didn't quite load but the link to the Duel site works just fine.

What I also don't quite understand is why my windows still look so flat, even though I normal mapped them, I think i'm gonna try a bumpmap for them instead. The think the biggest reason your windows look so flat is because they have no specularity. Its fine if they are dirty but the whole window wont have an even 'shine'. A little bit of spec and reflection would do the trick quite nicely. I can see the normal map working, maybe just bump it up a little?

Ok, looking forward to seeing some updates!

WesleyTack
12-07-2006, 11:33 PM
I did make bumpmaps for the windows and they are looking better now I think.
The truck stil isn't done, and it probably wont for a long time, I did some more work to all parts seen on the truck however, and I know it could use a lot of tweaks. Initially I started this truck to make it fully handpainted (my first fully painted vehicle). So this is how i came to be, I'm not extremly pleased with the outcome myself. I will use photo texture again though, but now I can combine them more with handpainted stuff I think, so this has been a lesson for me, and I learned a lot from posting it here. Also learned to do normal maps from a high-rez model. So I'm glad I learned a lot from it ed least. But it's time to leave this behind me since I got frustrated with it in the end :)

Here are the final renders I made:

http://www.wesleytack.com/images/duel/duel_001.jpg

http://www.wesleytack.com/images/duel/duel_002.jpg

http://www.wesleytack.com/images/duel/duel_003.jpg

http://www.wesleytack.com/images/duel/duel_004.jpg

And the texture sheets (as you can see in the middle one, the bottom of the trailer wasn't touched):

http://www.wesleytack.com/images/duel/duel_005.jpg


I have also made a whole new portfolio website, took me quite some time, hope you like it :grin:

http://www.wesleytack.com


Cheers

Gamedev
12-08-2006, 05:13 AM
sad to hear you ran out of steam! Either way, I think it came out great. When people get nit picky on you (too many flammable signs, tires are melted, etc) you know they like your work but are just trying to push you that extra 5% :).

I think the portfolio site came out nicely. Very simple, easy to use. I think I may have peaked at it a while back in your beta folder or something similar :). My only comment on the site may be to add a little tid bit on the rig about it being modeled from a movie. Would show a good transition from an existing IP to a 3d product.

Good work!

WesleyTack
12-08-2006, 10:24 AM
Great idea, I added pictures of the real truck as well.
Thanks!

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