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View Full Version : Vehicle - Mobile F.L.A.G. Unit


PermaGrin
12-09-2006, 06:36 PM
Awhile ago I created K.I.T.T., so recently I thought I would be neat to create K.I.T.T.'s "bodygaurd", the Mobile F.L.A.G. Unit. I have no desired spec to go by, I mainly want to do this and use it to practice texturing more than anything. So I got the main part ot the truck done (trailer wil come later) and it sits just under 10,000 triangles. Before I start texture I want to make a nice UV map, I already have everything laid out into one 1024x1024, but as I started to texture I decided to go back and rethink my mapping size and setup.

I orginally had the entire truck on one 1024x1024, now I am thinking of having maybe one 256 for the tires, one 512 for all the chrome parts, and one 512 for the rest. Based on my poly count (10k), does anyone have any thoughts or ideas on how I should break up / create the UV layout? With Ambient Occlusion in mind...should I not have areas mirrored?

http://server2.uploadit.org/files/PermaGrin-005.jpg

http://server3.uploadit.org/files/PermaGrin-003.jpg

http://server2.uploadit.org/files/PermaGrin-002.jpg

http://server3.uploadit.org/files/PermaGrin-001.jpg

http://server2.uploadit.org/files/PermaGrin-UV_Layout.jpg

Perma:D

HellBoy
12-09-2006, 11:44 PM
nice wow

I'm looking farward for this :thumbsup:

Cronium
12-10-2006, 01:58 AM
If i may say, the separation of the textures is not really of much importance. It differs so much from engine to engine and there's no really right or wrong if you don't have a specific render in thought. You should definitely have an ambient occ map but if you render it to the texture or to a seperate layered texture dont really matter. If it's portfolio material just make it easy for yourself. Everybody can learn how to adapt to a specific engine workflow. Concentrate on making good game art and don't bother to much about that kind of restrictions!

The model looks good, the only crit i have is that the small bolts on the wheels are a bit useless because they dont really give the silhouette much. Even if you're not using normal maps the depth can be faked with a good spec map.

Good luck!

PermaGrin
12-12-2006, 01:04 PM
Thanks for that Cronium, that was the sort of input I was looking for.

PermaGrin
02-13-2007, 08:01 PM
Been away from this for too long. Work, play, and mod work has taken up my time. Trying to get back into this because I really want to finish it.

Started with the wheels to get them out of the way and then started throwing down some base colors.
Screengrabs are taken inside of Maya with no lights.
I know it is not a big step from the untextured part, but C&Cs are most welcome.

http://server3.uploadit.org/files/PermaGrin-007.jpg

http://server3.uploadit.org/files/PermaGrin-006.jpg

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