UGAC - Super Shiny and Sexy vehicle - Pdude


#1

Hey guys,
I definetly want in on this, In a few day i’ll start modeling for this cause iam currently working on a personal project and i’ll also be modeling for the cgtalk hardcore challange “Big Ben”
so its gonna be alot a fun…Later today i’ll post a drawing of the craft i’ll be modeling.
I want to wish anyone working on this good luck its a great idea and most importent
have fun:thumbsup:

Name : Pdude.
Genre : Adventure game
Description : An explorer on his way to find and explore new horizons.

-Pdude


#2

Update:
Here a quick n dirty concept sketch:D, The idea is not finalized yet…


#3

Heres a quick pre viz I created to sort visualize the final frame:

Yes…the little man in there is the biped:D.

I’ll be making high poly and then a low poly, The high poly will be used in a final picture depicting a lone man searching for the new world, And of course as a normal map for the low poly:twisted:.
The genre is probably for an adventure game.


#4

Hi there,

Please post the concept idea, not too late.
Nice concept, don´t see much balloons on games, except for Adv really, and I love them.
Very crazy sketch btw. :slight_smile:

Keep it up.


#5

Thanks for the comment Djampa.
The concept is for an adventure game where the lead charater seeks to explore
a new world.
I finaly got around to working on it…I didnt hae much time cause i am also participating
in the Big Ben Hardcore challange…
Heres the nossle (not quite sure how to call it…) about 75 percent done.


#6

Update:

-Pdude


#7

Very Nice…
:applause:


#8

Thanks DevilHacker:) .
New updates coming soon…


#9

Hey,
Just finished with the floor boards for the Hot Air Balloon:

-Pdude


#10

All that for only a normal map; respect! :buttrock:


#11

It looks real slick.
What is the current poly count up to?

PS: Do you use the CryEngine SDK? How do you like it?


#12

Since the fact that the forums were down yesterday I couldnt post an update:D…
But here it is:

Thanks DevilHacker, The poly count now is close to a million polys but its fine my pc can
render with light tracing up to 3.7 mill and normal map with polybump plugin up to 1.5
per object.
About Sandbox I use it regularly and I like it very much, I am currently also developing
a level for it with added weapons and vehicles.

@wybl - Not just a normal map, I am also thinking of creating an entire picture with
that hot air balloon:).


#13

Update:

-Pdude


#14

Hey man! This is looking great! What modeling program are you using?


#15

Update:

@ Juddwack - Hey man I am using 3D Studio Max 8.

-Pdude


#16

Hello,

looking very nice so far, am looking forward to seeing the transfer from high poly to low poly as well to see what details are kept. Also liking the way you have not gone for the obvious sports car (no offense to anyone that has!).

It looks like the balloon part is going to be VERY heavy if the bits on the outside are girders like they look. But hey, any creative license is allowed in 3D land!!

Good going, you only have a week left!

:thumbsup:

PS - How did you do the basket??


#17

Can you tell me a bit about your system specs? Just curious on how your comp compares to mine cause I know that detail would crash my max.


#18

Thanks for replies guys:).

My PC Specs -
AMD Athlon 64 3400 512L2 2.4GHZ
512MB Geil “Golden Dragon” + 1024 Generic Geil both running at 333MHZ
XFX Geforce 6800 128MB 256Bit Vertex pipes unlocked at 6
Asus K8N Nforce 3 250GB
Maxtor 20 GB + Western Digital 80GB 8MB Cache + Western Digital 200GB 8MB Cache SATA
Thermal Take 480Watt Active PSU

The latest pic has 4,254,403 polys:D and I am only 60 % done.

The basket was done with splines. First i created a created a spline to match the outline
of the basket, Then I checked the box that said renderable splines (Rectangular) then
duplicated them and flipped every second spline so that it will be opposite to the on
beneath him. Attach all of them and use FFD modifier to define the final look.
If anything isnt adding up just post and i’ll make it more indepth:).

As you can see I need to work on them some more:D:

-Pdude


#19

That’s looking rather spectacular!

It does seem like quite a lot of work for a normal map, but the result is so going to be worth it.


#20

Hey guys,
Just started testing normal mapping. I am using a DirectX 9 HLSL Offset(Parallex) mapping
shader to visualize the model in 3DS Maxes viewport.
I’ll probably redo the normal and uvw maps but heres a pic just to show the idea:

-Pdude