View Full Version : Vehicle artist piece
01-05-2007, 08:08 PM
I've been thinking of applying for a vehicle artist position and was wondering if you guys wouldn't mind giving me some advice? I've been working on a mini, not really sticking to any strict poly count altho i am looking to stick a normal map on the bad boy just to show I can i suppose, here's some images of it,
The mini comes in at about 5k polys,
I was wondering if you could please advise me as to whether or not I should just not try to muck about with normal maps etc etc and just go for a photorealistic car or am i on the right track? plus anyone got any advice in general on how its comin along?
Cheers fur taking a look, love the work that comes on this site, by far my place for my inspiration,
01-05-2007, 08:39 PM
Hey there Dan, I'm a lead artist at a video game company, and I've worked on a couple of racing games. Here's a couple of cars I modeled, er, 8 years ago (random link):
If you want to be a vehicle modeler, model a photo-realistic car. That's what vehicle modelers do! You are starting off with the right approach, i.e. tracing plans. Here's what I think you need to do:
1. look at the consistency of geometry. I think you have too much geometry in small places such as the front grill and front bottom turning light (?) and not enough where it really counts, such as the rims. Any curved silhouetted surface needs extra detail. Your detail in the rims should also match the amount that you have in the tires.
2. In order to impress, you're going to need to do something special, like make a really nice shader (really, really nice), and internal bits for the car, such as working doors, seats etc.
3. Re: normal map. I'd only make normal maps for this if you are going to do it properly, e.g. build a proper high rez model.
01-06-2007, 09:46 AM
Cheers for the reply mate, i was gonna skip on doing the interiors but as you say, got to please the public, jus not enough time in the day!
So what i'm thinkin at this point is just go for a hi-res model and leave the 5k poly one behind, cheers for the advice again mate,
I'll try and post an update image asap,
01-18-2007, 09:05 AM
hey all who viewing this,
so i've updated some of the piece, looking for some C&C again please,
by the by, i've only just stuck on some geometry for the side mirrors so please ignore them for now.
01-18-2007, 03:42 PM
looks like you have the form down, although some areas of the mesh are giving you crazy shading problems. try to even out the proportions of your poly's so it has a consistent seize accross the mesh. also things like the vertical lines coming from the door handle and coming to a point are really bad to have. keep at'er!
01-19-2007, 07:07 AM
look far better than the first images! Its very nice actually, only problem with the mesh is that door handle and the light on the side near the front, you dont have to connect everything into one solid mesh! Just make the bits and have them intersect. Your not alone in doing this though, i used to and im sure many other people used to or still do!
01-23-2007, 08:52 PM
Hey all, sorry this is going slow but time is a precious thing and I'm a poor poor man,
falcon - cheers for the advice mate, the mental smoothin at the mo is fair enough cause i'm workin on a lowish box and copying it across for the hi-res mesh smooth action, but! I do have some issues with the front which I feel needs some attention but I've let it be at this point as it was doin ma nut in, making major probs for me so I thought i'd move on and come back to it....................when I dont know :), actually I will attach a pic and show ya what i'm on about. About the door handle, I'm not too sure what I should be doing there? For the hi-res I will add more polys and just make the bad boy all spaced out but for the lowish poly one I thought pulling them together would be beneficial? I've done some research into it and it seems peeps tend to pull them together but I don't know if they're proffessionals or what???? So I am looking into the matter more, do you have any examples you could pass on?
psychojohno - I have continued for the moment with one whole mesh but I will be taking your advice and breaking things off soon. I will update when thats accomplished,
For now here's a wee update on how schnitts going,
Cheers all for taking the time, its all fun an games
02-06-2007, 07:35 AM
ok, this is coming along very slow I know, can't be helped I'm afraid but here's a wee update of work into the materials, I know the geometry isnt polished yet but I suppose I'm a bit of a random worker and I will come back to working out the kinks. For now, here's some images.
Thanks all, Please feel free to C&C anything regardless,
02-07-2007, 11:39 AM
A lot of the details you have placed along the window and such, could easily be normal maps and still look the same.
02-07-2007, 12:05 PM
theres alot of smoothing issues atm. maybe remove some tris and focus on edge flow to get a smoother result
02-07-2007, 02:08 PM
Nicee How Much|?
02-27-2007, 07:44 AM
ok, hey all,
so I've modified some of the mesh and I've put some place holder materials around just to give an impression of the scheme i'm going for. If possible would someone mind discussing what should be going on with the mesh? Just looking for a wee discussion on some of the theory to good modelling for vehicles basically. I've provided some screens of some areas of my mesh to start off the discussion;
Included is an example of a mini I found while doing research (the grey one ) which I have tried to understand and use as a base to make two versions of my mini. Currently I am looking to do two cars, one of stoopidly hi res just to so I can push my modelling up to higher limits and another car with a count of around 5000 tris for game work. Any C&C is always welcome,
03-23-2007, 01:56 PM
so still workin on this piece whenever i get the opportunity. I'm at a point where I think i've sorted the issues mentioned in the comments from those who replied such as I've refined some of the mesh on the sides and the front, I've broken off some of the mesh parts such as the side mirrors and bumpers, I've created an interior altho this is yet to be textured, I'm looking at shaders and this is where I've come across a stumbling block and so I would greatly appreciate some advice from the collective.
For actual game cars what should I be looking to learn with regards to shaders? Is it possible to use multi-layer or shellac shader types from max or shud i be looking to write some code in direct X? I've attached some test renders of how the mini is looking at the moment, I'm thinkin of adding some more detail to the side mirrors as they are looking fairly blocky although what do you all think? With regards to shaders also, i'm looking to get more of a chrome shine out of the metal parts of the mini such as the silver bars on the front bumper.
here's a shellac materila i'd love to use, this is taken from a tutorial on http://www.danielbuck.net/
Cheers all, remember its all fun an games :P
04-19-2007, 08:49 AM
so I've had some words here and there on this piece and i've had some time to give it attention, here's the updates,
04-19-2007, 01:19 PM
erm, theres a couple of problems with your tex.. i think it looks a bit like the mud on ytour rally version is still reflecting the environment.. either uv invented this really cool new reflectomud... or you dont have a reflectionmap on to stop it, theres other places where the reflection should probably be effected, namely where it passes over the lights and such.. but its looking nice :D
04-20-2007, 02:55 AM
I love that dirt one.. how did you do the sprays or splashes of mud?
04-20-2007, 08:14 AM
blastzone - I have sorted the spec and glos maps so that the mud doesn't reflect but I reckon the mud could do with some attention if it's coming across like you say, I'm planning on making a wee environment for this piece such as some form of garage or underpass etc so I hope that will bring out the mud in a better light and I think now staring at it for some time I will alter some of the tones in the mud just darkening it and playing with some settings. Thanks for the crit tho, this is at the point where i've looked at it too long so things like that aren't jumpin out at me anymore.
Kick - The mud was done by using some dirt textures a friend of mine had then cutting and chopping parts from those and just having a bit o fun with where to place the muck! But as I was saying I think I will need to tweak some of it for a better impact.
04-20-2007, 12:44 PM
lol i totally get where your comming from :D i have a tank im doing right now, and im right where you are :P i think the thing with the mud is probably because its so light. most of the time you see mud on those rally cars its rpetty dark anyway **shrugs**
04-20-2007, 12:44 PM
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