View Full Version : vehicle: Armored Snow Cat

12 December 2005, 01:10 AM
This is the latest model of mine, based on my own concept. Its a snow mobile/cat with next gen specs. Max 10000 polys in the scene with 2048*2048 color+nm+sp. However.. Its got a twist :D It can be modified with a "paperdoll" system so that you could change the appearance by switching different parts.

So i have one model as a base in 3371 triangles containing the motor and other techstuff. Each of the sets (presented below) differs between 4000 - 5000 triangles. Each set got its own 1024*1024 col+nm+sp maps.

Ok, here we go:

I've balanced the models after this pics are taken..

And here's some texturing wips:

This is the body without armor.

And this is the military mod:

I've been experimenting with the tracks for a while now. The military set doesnt have a spec or normalmap yet.

12 December 2005, 01:17 AM
perfect! keep going :)

the detail of those tracks is quite stunning :D

12 December 2005, 01:38 AM
You know I'm digging it my friend.. it's super-delicious!

Since I love you, I'll try to give some meaningful crits.. but the only problems I can see are with relative texture resolution. With game specs in mind, never forget its game role either. For third person it's cool as is, but if it will ever be seen in first person from a driver's view, the dashboard area seems awful barebones. Also, the foot rests feel very blurry, especially compared to the engine that really won't be seen.

Those tracks will be awesome once textured man!

12 December 2005, 02:04 AM
I have to blame the blurryness on mayas hardware flitering, unflitered its perfectly sharp :( The dashboard area gives me anxiety.. its not finished and i dont really know what to do about it either. Well the time will tell...

12 December 2005, 02:09 AM
I am overflooded with jealousy :buttrock: Great job man, and those treads are lookin real snazzy haha. If they dont have a normal map on it yet how did you get so much detail in there?....oh wait is that the highpoly tread you have there? Anyways keep it coming man! Oh yeah could we see the concept?

12 December 2005, 03:25 AM
That is seriously wicked, Cronium.

You have developed mad skills over the past year!

Good Luck on the job hunt, you'll have no probs finding a job!:)

12 December 2005, 04:23 AM

It's all lowpoly. The tracks are simply tiling.
Uv editor:

Wire (it's very messy right now, but we'll see how it turns out with color and spec maps):

12 December 2005, 03:40 PM
That is sweet. Good job Cronium

I eagrly await to see it finished.

12 December 2005, 12:43 AM
Hi, thought i would give you some updates before christmas. I havnt done a lot since last time, just taken some renders.

Do anyone know how to get rid of the unforgiving mipmapping inside Maya? Everything becomes blurry if it's just a meter away :/

Note, the new stuff lacks specular maps, and the tracks lacks both spec and color map. Here ya go:

Heres some links to wires and details. I don't want to slow the thread down completely :)

12 December 2005, 09:40 PM
Thats cool stuff you have there. Only one thing is bothering me. The front. Id like to see some cool detailing on it. It feels a bit "clean" and empty considering the rest of the model has lots of small cool details :) (its the biggest part, guess thats why i get that feeling)

But still looks good.

12 December 2005, 01:54 AM
Your skill is of a very low level, I would say practice some more.....

:cry: why are you so very nice dude texture is amazing. Keep it coming cant wait for next updates!

12 December 2005, 10:40 PM
Thats awesome work U made in here so far. I dig the normal map. Lovely. Can U post the viewport shot with off lights?/ I would like to see the textures without the blue and something lights.

Keep it up.;)

12 December 2005, 11:18 PM

That is one heavy looking snowmachine/snowmobile/sled, a snowcat is something entriely different. Cool model and texturing, but being someone who knows a bit about those things... well... :surprised

12 December 2005, 03:22 AM
thx everyone! I'm going home to Stockholm tomorrow so stay tuned for more updates next week.

I agree, the front is very undetailed at this time, but it's getting better. I'll keep you updated.

I'll post some no-lights screens tomorrow.

haha :D your're right, i'll just blame my swedish heritage ;) "snow tank" would probably be more correct...

12 December 2005, 12:42 AM
This is really nice! You get five stars from me! Woo!

01 January 2006, 01:05 AM
Ok, time for some updates. I've started working again today after 1 week total slacking :) Well, the time count is up to 19 working days (8h per day) , one day left in my planning.

Here's the nolight pics (no progress at all on the body, i've just worked on the tracks and repaired some UV mapping):

And here's the final tracks (if you don't have something to say about it ;) )with and without high quality rendering:

Thanks everybody for your posts, happy new year!

01 January 2006, 01:34 AM
Man that is awsome! One question tho, what did you do to make the metal more interesting? Just looks real...metally and I was wondering how to achieve such a look.

01 January 2006, 08:18 AM
this looks great, can't wait to see the finish product:thumbsup:

01 January 2006, 09:13 AM
Looking good mate. Keep it up. I like the shiny treads... they're so shiny :D

Texture work is very nice. I just love the bump and the lighting is just awesome. They just add so much more life to it. Good work, I really look forword to the next update. :D

01 January 2006, 07:56 PM
thx guys, it's always funnier to work when it's appreciated!

about the material. I use a specular map which is a highly contrasted b&w copy of the color map (you've got to tweak a bit with pencils as well...) and that defines which areas to recieve highlights (aka bling :) ).

this is how you do it:
color map connected to color (duh)
normal to normal camera
specular to specular color

01 January 2006, 12:30 AM
This is some lovely work fella. Thanks for sharing your material and normal mapping techniques. That high contrast specular treatment is really effective.

keep it coming.



01 January 2006, 01:07 AM
fiddlesticks that looks flipping great!
yes you have my rating :eek:

babbling bumbling band of baboons

01 January 2006, 01:20 AM
I love it. I'm especially impressed by how neat it looks - like you knew EXACTLY what you wanted.

01 January 2006, 02:17 AM
nice technique :thumbsup:

01 January 2006, 12:22 PM
It looks really nice. Cool designe!... Very cool designe.. MEAN MACHINE!!!

It is very detailed... ever thought of reder a parallaxmap...
It would be cool to see. It might add a extra level of detail.

The hightmap render system in Maya 7.0 i realy nice.

01 January 2006, 06:00 PM
quite amazing! texture looks very realistic! :arteest: :arteest:

01 January 2006, 03:22 AM
Okay folks, it's finished! There are always things that need to be fixed and i'll never be 100% happy with the result but i've reached my deadline, 20 working days at 8h each. I'll give you a pre presentation because the real pres will contain a piece of enviroment as well (i'll start a thread on that as well).

Triangle count: 7779

2*2048 (with alpha)
2*1024 (with alpha)

Prepare your self for an unholy imagedump (wireframe and more pics linked at the bottom...)

Wireframe, flatshade and more high quality rendered images:

Wireframe&Flatshade (

Side (

Air (

01 January 2006, 05:36 AM
Looks nice man! Id call that one done and move on to the next thing.

01 January 2006, 05:48 AM
really nice job Cronium. the simplicity of the geometry is completely concealed by your texture work. Looks really high poly. i'm looking forward to it's environment. how many days will you give that?



01 January 2006, 02:46 PM
thx! i'll give the terrain about two days i think, i'll start today :)

01 January 2006, 02:58 PM
U have made awesome job in here. I'm impressed. Nothing to crit and nothing to say more.

01 January 2006, 09:55 PM
fantastic work.

01 January 2006, 10:23 AM
thx p!

thx mate, it means much when u say it!

i've been bad.. i didn't make a terrain, i made a website instead... check it out:

01 January 2006, 01:19 PM
nice work, havent taken a look at this for ages, reel clean, but dirty texture work, have you animated the co-ords on those tracks yet?

01 January 2006, 05:02 PM
yeah, they are made for uv-animation so thats no probs. I could make a short movie clip if you like?

01 January 2006, 07:08 PM
Wow, don't know how I missed this one. This looks bloody amazing. :thumbsup: Great stuff all round, from concept to mesh to textures. I love the (re)moveable bits, especially the hood, which looks badass the way it opens. :) I'd like to see that movie clip, if possible. Looks nifty as hell.

01 January 2006, 07:00 AM

Looks very impressive. Great job.

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