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misterboogie
01-25-2007, 08:50 AM
Update: Stick a fork in it because it's finished!! Finally added the lightmap to the base. Now I can move onto some environment stuff.

Specs:
6400 faces
2 x 1024 color and normal/spec

Thanks to everyone that commented. I appreciate it.
Final pics:

http://features.cgsociety.org/gallerycrits/60523/60523_1173339195_large.jpg



http://features.cgsociety.org/gallerycrits/60523/60523_1173082838_large.jpg


http://features.cgsociety.org/gallerycrits/60523/60523_1173083833_large.jpg



This is a low poly normal mapped version of the heavy spider tank from Ghost in the shell designed by Masamune Shirow. The spider is modeled in Maya with normal and ambient occlusion maps generated in ATI's normal mapper. The final version of the spider will feature real-time cgfx shaders.




I’m not planning on painting it like the tank in GITS. I’m going for a battlefield look with this one.

I would appreciate any comments on how to improve this vehicle and take it to the next level.

misterboogie
01-25-2007, 09:09 AM
http://features.cgsociety.org/gallerycrits/60523/60523_1169716067_medium.jpg

shivmoo
01-25-2007, 11:19 AM
u legend :P
please finish it

would love to see this beast in half life or something :)...
what kind of poly count are you aiming at? or is it at 6100 as the total count?

urgaffel
01-25-2007, 01:35 PM
That's looking really good, more updates please!

FreakyDude
01-25-2007, 02:51 PM
it looks cool but I'm one of those people who think teleporting in is cheesy. Using a cockpit gives it something more than "just another scifi thing"

daft-crut
01-25-2007, 02:53 PM
This is the work that inspire me, can't wait to see it textured and in action..

misterboogie
01-25-2007, 10:02 PM
Thanks for the replies:

Shivmoo: Thanks man. I'm definately going to finish this in the next two weeks. I'm already behind schedule by four days because I kept changing the underside mechanics. The polycount I'm aiming for is around 6K polygons. Right now it's in the mid 5K range.

Urgaffel: Thanks man! Long time no talk. Digging on your Ferrari. Are you planning on using cgfx with it? Wishing I was in Amsterdam you lucky devil.

FreakyDude: Alright! That's the kind of hate I need to hear. I'm seriously debating adding the cockpit. I still have room for it in my second map if I take out a leg. I was going to do 3 legs mirrored but I could get away with two no problem.

daft-crut: Thanks for the compliment. Makasih. My wife is Indonesian and I've also been to Jakarta. I love the skyscraper architecture in Jakarta. Very inspiring. I've also noticed that there are alot of talented 3d artists in Indonesia? Why aren't there more game dev companies there?

P.S. I forgot to mention that I used Mudbox to add texture to the armor. God I love that app.

I'll have another update this weekend. Definately have some legs done and I'll see if I can grab some space for an interior.

daft-crut
01-26-2007, 12:06 AM
There are a couple game dev companies in Indonesia, such as Mythic Perspective (http://www.mythicperspective.com/), Matahari Studios (the team behind Need for Speed Underground, apparently EA hire this guys to model most of the cars and the opening FMV). I also wonder why there aren't more companies, coz I'm really want to work in the game industry, and I'm stuck doing tiny animation for TVC (There are a lot post production companies compared to game dev).

urgaffel
01-26-2007, 03:45 PM
Glad you like my ferrari :D I was hoping to use ShaderFX with it but I don't have access to it and can't afford to buy it at the moment so I guess I'll just use a "normal" dx shader or something. Working on the highpoly version at the moment to get something I can bake normals off of (and show off in general...). Working on my robot female as well doing some texturing at last...

Why aren't there more images here huh? Show me more images! :D

Janimation
01-26-2007, 04:44 PM
NIce work Elvis, about time you get that thing done :) Well no crits so far, cannot wait to see some textures on this badboy.....

It would be nice to see some of those details on the underside all over where it is more visible..???

Keep it up Pimp...

J

misterboogie
01-26-2007, 08:57 PM
Urgaffel: I'm not sure what you mean by ShaderFX? I've never used that? We use CGFX here at work and I also use it at home. It's free to use. You only need the latest cgtoolkit and a dx9 compliant card.


Shaders:
http://highend3d.com/maya/downloads/shaders/CgFXSL-v1-0-for-Maya7-0-3739.html

cgtoolkit:
http://developer.nvidia.com/object/cg_toolkit.html

Unfortunately the shaders I have linked only support one uv set. The ones we use here at work support several. So we can have a grunge, decal, and lightmap as well as your default uv set.

I'll have more pics this weekend. I'm in the process of getting a new website together. (elvisperry.com) Maybe I'll have something I can start hosting pics from next week? Until then I'm limited to 5 images on cgporfolio. :(


Jason: What up man!! Yea, My new years resolution was to work on a new portfolio that will get me back to Bellevue and not suck. Are you missing Salt Lake City yet? LOL!

I tried to keep the detail more armor centric on the outer extremities. Areas that are less likely to take fire will get more mechanical nurnie detail. Kinda like a car. Most of the mechanicals are underneath or hidden. At least that is how I'm visioning it.

P.S. This model is being designed to also take into account damage or at least when it expolodes. There are areas that are hidden on the model that have mechanical detail that will only be seen once it is destroyed.

I would like to hear what other people think about "teleport" mounting? Is it cheezy or is it something that isn't a big deal to you?

psychojohno
01-27-2007, 10:37 AM
I like what you have so far on the body but i dont like the design of the legs. To me the legs look too organic when i compare them with the body. I would like to see the workings of the legs on the outside like hydraulics etc

misterboogie
01-27-2007, 08:17 PM
The original design is by Masamune Shirow. He drew alot of inspiration from insects when he designed his mecha hence the organic design. I agree it might look cooler if you could see all of the exposed mechanicals inside of the leg but then this wouldn't be a tank. Tanks need armor to protect those precious parts enabling it to function. Plus this tank is coated with a special film that enables it to bend light and cloak itself.

I'm trying to bring a cartoon into the game world, but I want it to look like it could be in a blockbuster movie. Cartoons omit alot of detail and I'm trying to find ways to add them back into the design of this vehicle.

Here's a clip of it on youtube doing it's thing.
http://youtube.com/watch?v=npZ77Egwqzk

I'm almost done with the initial leg design now. I'm almost there.......

I'd like to hear what you think of them when I post an update this weekend.

requiem2d
01-28-2007, 08:00 AM
That's looking very nice so far, can't wait to see her textured :)

misterboogie
01-30-2007, 08:00 AM
Thanks Requiem2d! I'm getting closer.......

I'm finished with the initial leg nurnie design and this is what I've come up with. I would have been finished with the leg sooner but I baked the legs with the wrong nmf files twice!!

Tear it apart!!

http://features.cgsociety.org/gallerycrits/60523/60523_1170143646_medium.jpg

Janimation
01-30-2007, 04:26 PM
Thanks Requiem2d! I'm getting closer.......

I'm finished with the initial leg nurnie design and this is what I've come up with. I would have been finished with the leg sooner but I baked the legs with the wrong nmf files twice!!

Tear it apart!!

http://features.cgsociety.org/gallerycrits/60523/60523_1170143646_medium.jpg

Being that the legs are very organic versus the upper torso, the mapping/texture on the back of the legs looks kind strange to me, being that the metal plating on the top half is clean and very straight, where the back of the leg looks to be a different style?? I really like how the front side of the legs turned out, good job!!! Maybe try to reconsider the texture on the back of the leg to match closer to the front??? But hey, what do i know? right Elvis? :) looking good man!!

misterboogie
01-30-2007, 11:06 PM
LOL! No way dude. You've got mad skills!


You are right of course. The back part of the legs were a bit rushed. I'll experiment a little more tonight and see if I can come up with something a little better.

Thanks for the input!

misterboogie
02-06-2007, 07:42 AM
A little more....

http://features.cgsociety.org/gallerycrits/60523/60523_1170747543_large.jpg

urgaffel
02-06-2007, 06:46 PM
Daamn dude that is looking really nice. The ammo belt looks a bit noisy though but that might be because of the angle and will probably be less noticeable with textures applied.

ShaderFX: http://www.lumonix.net/shaderfx.html

GradiusCancer
02-06-2007, 08:28 PM
ELVIS! Just saw this thread. :P

Good to see you posting work again, but I have a big crit for you.

What you’re doing isn’t so much normal mapping as adding a bump map (that happens to be a normal) to a low poly model. The final effect you’ll end up with will continue looking like a low poly mesh instead of faking a high detail mesh as what normal mapping is supposed to do.

The problem stems from your normal being just little bumps, rivets, lines and bevels instead of major shapes and forms. Unfortunately, it is difficult for me to articulate this without showing images.

*update* Tinman has a great tutorial on this:
http://www.mutantspoon.com/temp/howto01.jpg

Check out more of his work (drop url back to main site) for a few more examples.

misterboogie
02-06-2007, 08:52 PM
Thanx Urg! I was wondering what ShaderFX was? The ammo belt is more skewed than noisy. I'm going to go back and fix that when I get the last of these maps baked. I just have a handfull now.

Chris! You're in Virginia? EA?
Yea, you're right about what I've been using to decorate the outer parts of the tank. I'm pretty much going off of what a tank would have on the outer parts, ie. bolts, rivets, etc... The uderside is much more mechanical although I'm not really happy with what I've got. Some of it is looking a little too busy right now. Probably because I'm using rivets and bolts instead of creating some cool looking machinery nurnies. I'll post a shot of the underside, which I know sucks, soon...

That gun thing that mutant spoon is working on is sweet! His style looks more future scifi than what I'm going for but I can see that it's built of more "functional" machinery than bolts and panels. Gotcha!

Can't wait to finish this so I can get cracking on some env art again.

misterboogie
02-07-2007, 08:58 AM
Here's a shot of the undercarriage. Still not 100% happy with it but I'm moving back to the legs. I think the normal map is more evident here.

Chris: Thanks for the update on that link. Max's modeling tools are looking better than ever.

http://features.cgsociety.org/gallerycrits/60523/60523_1170838099_large.jpg

qwertyhuh
02-07-2007, 09:59 PM
hurry up and finish its looking good
:thumbsup:

misterboogie
02-07-2007, 10:07 PM
It's about friggin time Lyle!! Now put some of your awesomeness up on cgporfolio!!

P.S. Thanks for the good ideas for my new porfolio. :)

misterboogie
02-26-2007, 07:59 AM
Update on page 1.


I've finally started texturing this thing! I haven't started on the specular map yet. Waiting until I've got my color map down. I wasn't planning on painting it yellow but what the hell. The camo paint scheme just hid all the details.

tofugorilla
02-26-2007, 09:01 AM
HA! The entire point of camo! Don't make the colors too saturated :) I've got the production art book from ghost in the shell and all the techie nurnies you have on the model just take away from it IMO. The concept is very CLEAN- it looks like the pieces of the tank are cast and machined instead of riveted and bolted together. Very few screw holes and panels and more organic in shape than yours. If you like I could scan the pages for you to see just email me and I'll be happy to :). In any case nice progress.

softdistortion
02-26-2007, 01:31 PM
Great work man, but have to say I agree with tofugorilla the detail is not accurate. If you are going stylized then it's another deal though, so grain of salt then. :)

I am wondering about the detail you have on the bottom, is that normal mapped pipes etc?
I know little about Nmapping, but it seems flat?

misterboogie
02-26-2007, 05:38 PM
tofugorilla: I completely agree with you. I decided to take a completely different approach with this model. The version in the movie is a "city" version of the tank. Very clean, no battle damage, and probably cleaned daily and kept in a clean air chamber.

I envisioned this model as a battle scarred autonomous tank that has been in the field for quite some time and no one has been able to take it out. They've hit it a couple of times but it just won't go down. Imagine the scars on a bad ass soldiers face, you already know he's a bad ass without even knowing anything about him.

I was in the 25th infantry division for 4 years of my life and I've been around a ton of tanks, weapons, etc. I guess I am trying to mix Shirow's style with my own.

I've been looking for concept art for this thing for years. The best I've found was a tiny version on the net which was no help at all. Can you post the concept of this thing. I'd really appreciate it. Also, what book is it in?


softdistortion: Thanks man! Yea, the bottom is normal mapped. Modelling pipes would have put me waaayyy over my poly budget.

softdistortion
02-26-2007, 08:34 PM
hhe...yeah, that would be a ton of etxras on the pipes.

misterboogie
02-26-2007, 09:24 PM
LOL! Holy crap!


You're the team leader on the shirow project! I friggin love your stuff man. Great job with the Tachikoma by the way. You guys rock!

tofugorilla
02-26-2007, 09:34 PM
Ha! Don't thank me just yet, the concept is pretty different from your model :)

The book is called "The Analysis of Ghost in the Shell"- it's japanese and I think the publisher is Manga Entertainment.

Scan1 (http://sneakmedia.com/fourm/GITS_Scan01.jpg)
Scan2 (http://sneakmedia.com/fourm/GITS_Scan02.jpg)
Scan3 (http://sneakmedia.com/fourm/GITS_Scan03.jpg)

-T

misterboogie
02-26-2007, 09:47 PM
Wow! That's alot of info that I didn't have. I omitted the sidemounted cannon because I just didn't have enough info on it. Figured I could make it an "optional" add on. Where the heck did those 3 holes come from on the face plate? I don't remember them in the movie?

Okay, now I'm going to have to thank you again for posting these. :) I'm definately going to pick that book up.

I used a small model of the tank to get my proportions. It's sitting on my desk here at work.
http://images.google.com/imgres?imgurl=http://www.tmpanime.com/images/333284-tank.jpg&imgrefurl=http://www.tmpanime.com/index.php%3Fmain_page%3Dproduct_info%26products_id%3D956&h=100&w=133&sz=17&hl=en&start=1&tbnid=mVB4u3167aZyFM:&tbnh=69&tbnw=92&prev=/images%3Fq%3Dghost%2Bin%2Bthe%2Bshell%2Bminiature%2Btank%26svnum%3D10%26hl%3Den%26rls%3DGGLG,GGLG:2005-31,GGLG:en

tofugorilla
02-26-2007, 11:43 PM
Yeah NP, lemme knwo hwo it goes :)



-t

softdistortion
02-27-2007, 12:34 PM
misterboogie- Thanks. :)...will keep back here, keep it up. :buttrock:
tofugorilla _ Thanks for that info...I've tried to getthat book but it seems a bit rare these days. :)

tofugorilla
03-05-2007, 07:19 AM
Dude, what are you talking about? It's not hard to find at all :)

book (http://froogle.google.com/froogle?q=The%20Analysis%20of%20Ghost%20in%20the%20Shell&ie=UTF-8&oe=UTF-8&aq=t&rls=org.mozilla:en-US:official&client=firefox-a&um=1&sa=N&tab=wf)

misterboogie
03-05-2007, 08:29 AM
Tofu you are the man! I'm buying one now!

Update on the front page.

Created a destroyed base for the tank to sit on. Still need to lightmap it. Right now I've got some poly planes with some fire. I'm planning on replacing those with animated sprites once I figure that part out. In max it's soooo easy to do sprites. In Maya it sux.

This is a hardware render by the way.

Fo shizzle...

Special thanks to my bud Chris Luchenbach, aka Baal Rog, for the rigging the cannons. You rock!

tofugorilla
03-06-2007, 05:31 AM
Hey, I think you should really consider putting the flexible corrigated arm on the cannons. It's half of what makes the thing look menacing. It can micro aim with them instead of just being a tank. Think about it :)

misterboogie
03-06-2007, 06:09 AM
Tofu do you mean these?

http://features.cgsociety.org/gallerycrits/60523/60523_1173161206_large.jpg

I've got some things I still need to tweak in the rig. Right now the pivot for the guns is in the wrong place.

tofugorilla
03-06-2007, 07:52 AM
Yeah- do they flex and aim?

-T

misterboogie
03-06-2007, 07:54 AM
LOL! They do now!

Had to unbind the old mesh and trash my buddies rig. I figured it out though. Point constrained ik handle on the ammo belt to a bone in the gatling gun. works great now.

Now I've got to rebind it. :(

Fo shizzle......

softdistortion
03-06-2007, 01:14 PM
Dude, what are you talking about? It's not hard to find at all :)

book (http://froogle.google.com/froogle?q=The%20Analysis%20of%20Ghost%20in%20the%20Shell&ie=UTF-8&oe=UTF-8&aq=t&rls=org.mozilla:en-US:official&client=firefox-a&um=1&sa=N&tab=wf)

Lol...I stand corrected. :) Now I still need a copy of the original PS1 GITS analysis book.

misterboogie-Cool progress man! :wip:

Spex84
03-06-2007, 08:48 PM
Awesome render, heheh. The only thing that jumps out at me is that bullet casings don't eject so perfectly...the impact of the ejector arm tends to send them spinning end-over-end.

Here's a slow motion video of what I'm talking about:
http://www.bsg-dornier.de/schiessen/filme/hsp/kalashnikov.mpg

misterboogie
03-07-2007, 12:15 AM
Thanks Chris!

Yea, I just had those things placed in there without thinking about how they would actually get ejected. I'll make those fixes and post them with "hopefully" my final post for this tank.

misterboogie
03-07-2007, 09:49 PM
I'm using Maya 7 for this project. Has anyone had any experience with applying lightmaps to models within maya and viewing them using the viewport Rendering>Highquality rendering enabled in their viewport?

I used the layered texture method using multiply/add and connected the lightmap file to my lightmap uv set using the Uv-linking texture centric editor to link them. In highquality rendering mode it wouldn't recognize the lightmap uv. I ended up using a hack to get my lightmaps to work on my base. Not at all what I was aiming for.

The base uses multiple tiled maps so I need two uv sets. Can't just overlay it in their texture files.

The tools we use here are great. I just pick my model tag it to use a lightmap, browse to it, and done!

Anyone else had issues like this? Is this fixed in Maya 8.5?

misterboogie
03-08-2007, 07:51 AM
I'm finished!

Thanks to everyone who commented.

Update on front page.

Deadalus
03-08-2007, 03:54 PM
wow. i would love to be confront to one of them in a game :P
only comment is the muzzel flash that look a bit too squarrish.
Maybe its because its a still and it wont be seen in a game context.
Nice job.

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