View Full Version : Ut2k4: Vehicles and Stationary

10 October 2004, 08:12 PM
Hey guys it has been awhile since i have posted here, been busy working

here is the latests 3 things i have worked on, you will be able to use all these vehicles ingame

The first one is an anti air unit at 2200 triangles, i made a simple rig to show how it moves. This is an innovative design i created myself.

The second one is a hovercraft modified, will seat 2-3 players and the gun (which is not shown) will be mounted at the rear on the roof where the player stands. Tri count is 2600
Concept is taken from:

Lastly a hummer (sorry about backfacing) It will seat 4 people (3 seated and one gunner). The model is now at 2700 tris. The hummer is still being worked on, as you can see there is some bad lighting by the back door because of the way it is triangled.


If youd like some wires just ask =)

Crits are more then welcomed

10 October 2004, 10:05 PM
ill be updating the humvee

10 October 2004, 10:36 PM
First and 3rd one suffer a little from the too cubic form, not enough styled stuff which make it loose some of its finesse. Like the nose of the humvee, the bumper, the windshield are too basic imo.
Second one is better in that regard tho its also a completely different shape
Its a thing you get by time, hard to fix and to learn, I get stuck on it myself as well half the time

10 October 2004, 03:50 PM
when you mean too cubic you mean to form in which it is made? I shoiuld create more stylized objects to bring out its form?

The humvee though i cannot alter much, that is the way it is built... unless you see somethign wrong with it

10 October 2004, 06:01 PM
here is an update of the humvee, there was some problems with the hood length, around the wheel and front as well. Added some extra detail now at 3200 tris

10 October 2004, 07:40 PM
here is the final version (still talking about the interior, if it should be done or not)

Final count 3200 tris

Crits are more then welcomed, i will UVMap it but i dont think i will text it, i cant text for my life =(

10 October 2004, 08:10 PM
This mod, while realistic, I think blends the right mix of wacky and real.

Proof of this is with the hovercraft, which if done right would be fun to use.

As far as the models look... I can't critique much without seeing the wireframes, unfortunately, but they otherwise look great.

UT2004 doesn't have a normal map shader, right? It's a shame. You could really add a lot of detail and get rid of some polys on everything. :cry:

10 October 2004, 08:39 PM
thanks matt, i will get some wireframes soon. I am just uv mapping the humvee atm (first priority) And yea in a way im glad it doesnt have normal maps, dont have any idea how to use em. But thanks for the crits, im still new to modeling somewhat =)

10 October 2004, 08:50 PM
Yeah, some more styled things, but last pics are certainly a good improvement already
still the bumper fence thing on the front kinda bugs me, so flat and besides that the windshield is still so big and flat, it is also really thick and a simple cube which makes it look basic
Maybe make the little bar in between less thick and or round off the sides with an extra edge or add a second frame on top of the thing if you know what i mean
Be careful with making it all too big and thick, less fat, ut2003 retail content had suffered from this as well, its like fisher price kids toys. Everything is utterly big and fat just to make sure the children cant swallow it..

Besides all that, it will prolly look real cool once in game and drivable :)
Skin should hide a lot

10 October 2004, 09:12 PM
i agree with the window, i will reduce the thinkness a little, the corners are hardly seen though so there isnt much use rounding it off much, but as for the rail guard that is an actual form
here is my ref image

and as you can see there, you are right about the window =)

10 October 2004, 10:12 PM
heres the latest, i just finished the humvee UVMap and heres the wire

10 October 2004, 01:11 AM
i started the skin (yay) so i will be updating soon enough. I am going to need ALOT of help from you guys with this skin. Any crits on the model now?

10 October 2004, 12:42 AM
here is an update, mind you AGAIN i cannot skin. This is a first pass of texturing, basic lighting and texturing

crits and comments welcomed

10 October 2004, 01:51 AM
i know im annoying, just posting my progress freq.

Another 2 small updates

The tire is just to get rid of that ugly map on it, not going to be kept =)

10 October 2004, 06:11 PM
Still gonna add more color ? Cause now its all the same color everywhere :)
You can add a nice spec/spec mask highlight map in UT so some sides and bolts and stuff get a little more depth and contrast. Worth a go :)

10 October 2004, 06:47 PM
very nice start,
as for texturing goes.
remember that this is a war machine, apply mud, bullet holes, stickers, blood, etc.
These models are lookin sick.

10 October 2004, 09:10 PM
thanks for the comments, im busting my ass off on this skin.

Houraces (Sorry if i spelt your name wrong): Yeah, lots of color to come, dust scratches and more, team logos will probably be added as well to differenciate the team. As for blood marks im not too sure about that yet =)

Update soon, in greyscale. Those green models are color overlays with camo overlay too

10 October 2004, 04:38 PM
here are some updates, im starting the skin over, i didnt feel confident with the lighting, the last photo is the current lighting which i find looks ALOT sharper and cleaner, still not done though =)

Tell me which one you like more

10 October 2004, 06:22 PM
here is the final lighting on the main body

10 October 2004, 07:02 PM
im pretty happy with the 1st lighting layer, anyone care to crit on it. Im almost done the rest of the body lighting

10 October 2004, 07:13 PM
camo overlay =)

10 October 2004, 08:39 PM
What more are you going to do with it ?
Atm its very clean and typical pc drawn graphic like. I also would be careful with making the skin in general too bright and white ish because in game this wont work well. The lighting on characters and vehicles already is brighter than their surroundings so a white skin could result in brightness overkill.

10 October 2004, 09:38 PM
i have started to add dirt and what not to it, darker shadows in area wear and tear

i will be putting an overlay on it later to darken it out and make it less saturated so it wont be as bright

10 October 2004, 10:32 PM
hey there guys, sorry for the delay

this is what i have so far on the detail, the doors only
there is one lighting problem i haev that is on the hood if you can notice it, its not proper. The lead modeler in the team pointed it out to me and has been a great help

10 October 2004, 12:10 AM
i like the way that youve done the metal on the door it looks really nice for a start id like to see how this progresses

10 October 2004, 01:56 AM
an update, i REALLY need some heklp here with the skinning, im bothered by mud effects on the body, do they look alright or is it just me??

10 October 2004, 12:00 PM
Im no skinner but I think you should dare to use stronger contrasts. The grey is pretty flat and it still looks pc ish, it also has this red ish blueish feel at some spots combined with the dirt on the front for example give me more the feeling of some weird concrete than an armoured cars nose
Side is better but still, something is wrong but as Im no skinner I cant really tell why
Maybe take another base color instead of this grey and more brown and yellow dirt instead of green and all, feels like theres been growing a plant to me

10 October 2004, 05:01 PM
here is a little update on the hood and side, does it look better now that it is less saturated and darker?

10 October 2004, 05:42 PM
here is another update ( i love weekends, allow time for me to work without hastle)

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