This course contains a little bit of everything with modeling, UVing, texturing and dynamics in Maya, as well as compositing multilayered EXR's in Photoshop.
Just thought I would finish this game model for my portfolio and post the progress here. And as some know, there was the game modeling challenge a while back etc etc so here is what I had made. The poly count comes down to 5500 faces with 2 texture maps for the various parts of the object. Most is normal mapped and shadow mapped which just ties in with the texture map. So even if this had been done in time, it wouldn't qualify
Are the metal plate detials modeled or textured? Anyway I think the textures give it to much of clayish feel. Also the conection between the side flaps and main body seems flimsy, is it even conecting at the back? Great work.
Thanx guys The panels etc are normal maps which can be seen a little more clearly in the wire. And yeah it does look clay but that was going to just be the base for the texture map which would have colour, grit and scratches etc. With the wing connection, it is connected by a sort of rotating bolt which enables the wings to rotate slightly down when going into combat mode. Also the wing panel things separate for added maneuverability.
Hahaha not quite I'll show exactly what I mean in a later image. For now here is a quick PS of a colour map. I'll probably add some more yellowish greys to the rest of the ship with grit etc but will do that on the fly.
looks pretty good so far, just be careful not to use too much grit/wear, or it'll look like you were bowling with it and not flying it. take a look at Jay's Hard Surface modeling WIP . it's got paint wear in places it would be expected, as well as only a few minor dings.
Thanx NeoStrider I noticed that earlier and will pay attention to Jays good work And forgot to mention before that I went overboard with the scratches and will reference more closely Star Wars vehicles for their subtleties in future
Spent a small bit of time on this and just tried out a specularity map so it would all look more metallic and painted where it's meant to be. Also I've shown what I meant about the wings seperating
I'm pretty sure about what I'm doing as it's all logical, but coz this is my second game model any tips would be great
awesome spec map. even though it looks like just some simple noise, you can tell it doesn't tread into the painted areas, and it works pretty well... reminds me of galvanized metal.
is it possible to make the bolts (rivets? *shrug*) smaller and greater in number? even if this is a one-seater those would be pretty damned big.
oh and unless you're showing that there's no wing on the other side i still don't think i understand what you mean by the wing sections detaching.
With the bolts, I made them with a normal map converter in PS and they started out as one white pixel. So unfortunately I cant make them any smaller on the 1024 map But I'm showing the size comparison of how large the pilot would be so hope that helps. And yeah the industrial look was what I'm going for And I kinda like the mix between the more aerodynamic shape of the hull and the angular attachments. Adds some nice contrast imo
Also I'm showing a before and after of those wings separating and beyond that I would not know how to better describe them without some footage. Also just showing my spec map for the hell of it.
oh they split in the middle... i get it now. i thought you meant like... the fanned-out part would actually detach from the body of the fighter... where the four clip-lookin' things are. but i follow now. nicely done.
it would be kinda cool if you could model the inside of the cockpit and have a slightly transparent windshield, but since it's low poly and then normal mapped that might be a little tough.
Yeah a cockpit would be cool and atm the fighter is just 5500 polys so another 1000 couldn't hurt as far as my knowledge goes in game poly limit. But at the moment I've finished this so no cockpit is planned.
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