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3 Dimensional Chat / AA truck

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lazerus
16
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Joined: 30th Apr 2008
Location:
Posted: 19th May 2008 16:55
heres a AA truck i threw together in about 5 hours (had me tea)

the reason it took so long was cause i needed to reduce the poly count dramtically
it was 8000 and now is 638 approx so well tada

i have a problem with normal mapping i can make them fine and all but what do you right in the fpe file so the texture and normal comes up...

help would be nice

the truck will be realsed soon as its mapped ^_^ free

not good enogh to sell

Alucard94
17
Years of Service
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Joined: 9th Jul 2007
Location: Stockholm, Sweden.
Posted: 19th May 2008 17:54
I think 638 polys are a little bit too few for a vehicle like this one, you could easily put a lot of more in there, just keep it under say 2k or something and it'll be fine(although then again, might be okay with for than 2k).

If someone says "pls" because it is shorter than "please" I say "no" because it is shorter than "yes"...
lazerus
16
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Joined: 30th Apr 2008
Location:
Posted: 19th May 2008 19:11
i thought lower was better

ow well youv bin doin this longer that 21 days so i suppoose your right

do you how to normal map properly?

QuothTheRaven
22
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Joined: 2nd Oct 2002
Location: United States
Posted: 19th May 2008 21:54
Lower is better of course with limits. You could just make 1 polygon and put an image of a truck on it. Lower face count while still keeping neccessary model detail is the idea. This is a decent looking model, would probably work great for a game if seen at a distance like a top down RTS or something. It is in fact too low poly though. For example your wheel wells could have more than 3 sides to them, as the geometry is very apparent. Tires can be rounder as well. Texture needs work and doesn't really line up anywhere except on the doors. I wouldn't bother adding a normal map to this personally unless you redo the textures to line up with the geometry better, or it's going to look like it has random indents all over it.

lazerus
16
Years of Service
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Joined: 30th Apr 2008
Location:
Posted: 20th May 2008 20:52
i see your point

i menat to be buyin loads of programs
first check comin in £5000 or $10000

had an accident at work?
the floor was wet and theres was no warning sign,
i slipped and badly bumped my knee,
i couldent work for weeks but with ********** i got back on my feet and was awarded ******

^_^

no seriosly though i got crused but ALOT of falling pipes
broken leg and 4 ribs

dam

but more money =)
to the point am buyin uv mapper
(long story short)



RUCCUS
19
Years of Service
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Joined: 11th Dec 2004
Location: Canada
Posted: 21st May 2008 16:42
If you're getting 10 grand, dont spend a bit on uv mapper, get a good all in one package like 3ds max or maya. Max's uv mapper is the best there is.

Twinsen
18
Years of Service
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Joined: 20th Jun 2006
Location: Romania
Posted: 21st May 2008 16:47
also ... I see that every time you make models, you first do them high-poly and then reduce the polygon count ... WRONG !!! when u do that, the detail of the low-poly version will suck even thought your poly count is good ... DON'T make high poly models and then scale them down !!! learn how to make them low-poly from the start and THEN, if you need to, you can increase the polygon number general rule: LOW FIRST, HIGH LATER, not the opposite

Could you help me treat my injured Dino-Fly ?
RUCCUS
19
Years of Service
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Joined: 11th Dec 2004
Location: Canada
Posted: 21st May 2008 18:29
Actually now-a-days its more of a low-poly, uv-mapped model first, then high-poly, high-detail version of the already uv mapped model second, then a render of this second model into normal, ambient, and other maps that can then be applied to the low-poly model.

My two cents:

Model:
- Wheels should be slightly bigger
- Wheel wells should be more arched and tighter around the wheels themselves.
- Back fender sticks out too much
- Front fenders need to be flattened on the bottom a bit more
- Back wheels moved backwards more
- Slightly longer cab

Texture:
- Not nearly enough detail in the main texture. Very blurry
- Dirty up the bottom of the main texture, to look like its been driving over some rough terrain. Mud splashes, scratches, bullet dings, whatever it takes.
- Rocket needs a lot more detail and dirtyness. Looks like its just had it's vertex colours set right now. Add some labels to it, warning text, brushed steel, and if you figure it out, an occlusion map to make it shine a bit.
- Right now its pretty obvious all you did was took a planar map from the side of the model and textured it. Thats why you're getting those long stretched texture lines on the inner parts of the model. Instead, select the two sides and planar map them / overlap them so you only have to do the texture once and it'll mirror over, then select all of the faces pointing up and planar map them, then the front and back should be a seperate planar map, and finally the bottom if you're feeling ambitious, otherwise include the bottom as part of the top if it wont be seen. Basically a box map would work a lot better.
- There's next to no detail on the mechanism that lifts the rocket up, looks like you just coloured it brown with vertex colours. Texture it.


Now, I dont know what you've already done so most of this might be irrelevant. Like you said you were still mapping it so most of my texture issues may be fixed on your own. Either way just keep all of the above in mind.

Twinsen
18
Years of Service
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Joined: 20th Jun 2006
Location: Romania
Posted: 21st May 2008 20:09
my point exactly ... start off with the base mesh, UV map it, etc. and then u can subdivide it, sculpt it, etc. but low poly is first

Could you help me treat my injured Dino-Fly ?
lazerus
16
Years of Service
User Offline
Joined: 30th Apr 2008
Location:
Posted: 22nd May 2008 17:51
thxs ill get to work on that now

note
i heard 3ds max was hard to use?

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