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#1 (permalink) |
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Industry Artist
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Competition #8 - petrol
Hi there, new to the forums but i've spotted the challenge and i'm up for it. I'm going to be basing the vehicle on a Toyota Hilux. After all, these things have been proven by Top Gear (UK tv prog) to keep running after a building 10 floors high was demolished beneath it. Sweet!
![]() Anyway i've downl- err... rented Mad Max 2 again for some inspiration. I'll be kitting this worthy beast out with a supercharger and rollcage with floodlights (gimp my ride?), removing some stuff, adding some stuff - generally solidifying the post-apoc history aspect of the machine. A small image of an unmodified Hilux below (older model ~90) Good luck chaps. ![]() ![]() Last edited by petrol; 04-03-2007 at 10:12 AM. |
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#4 (permalink) |
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Industry Artist
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Hahah, one thing is for sure, if there is ever a nuclear fallout in the future, 2 things will definately survive: Cockroaches, and Toyota Hiluxes
Having problems finding suitable front reference for this machine so I might have to eye it. But I did manage to get a solid side ref to get me started up. |
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#6 (permalink) |
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loves polygons
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It's a good start but there are too many edges there for such a basic shape. If you keep it like that you'll ran out of tris before you finish it. I found out that it is better to start with a base that is very optimize because the rest of the details you make will be compared to that so you'll feel the need to add more. I'd keep it basic...
Here is a pic to show you what I mean: ![]() I don't like how I triangulated some polys there So don't do that... but try not too add stuff when you can't see the detail from the distance you'll look at this vehicle when it will be done. It would be better to add a lot of stuff on the vehicle then have that nice round hood that won't be noticed ![]() Anyway... I know this is an early wip... just wanted to share a good workflow that I found while modeling stuff like this ![]() |
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| The Following User Says Thank You to andrei313 For This Useful Post: |
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#7 (permalink) |
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Industry Artist
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Thanks andrei for the tip
To be honest I realised by the time I'd posted that someone would suggest taking quite a few edges out! Was hard to judge for me putting this together, being my first car its difficult to tell whether subtle lines on the body work would be noticed. Anyway, I 'll get on it asap, thanks again. |
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#8 (permalink) |
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Industry Artist
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Well ive spent a bit more time on this, although i have another project going so progress is a little slower than I would like. Hopefully the wire is looking a bit tidier, crits or suggestions welcome. Obviously I havent made this post-apoc at all yet, all that good stuff is yet to come once ive finished the base. Oh i will probably reduce the wheels a touch too, they're sort of placeholders right now.
Whats to come (post-apoc "styling"): Gutted interior, sporting a shoddy seat and a rollcage. Steel covers or cages bolted over the rear cab windows. Riotshield over front windscreen. An exterior rollbar with floodlamps and mounted machine (not chain!!) gun. I will be changing some of the body work too : supercharger will be poking through the hood (hence why there is more edges there atm), and im gonna be changing the front fender for something a little more vicious looking. ![]() |
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#9 (permalink) |
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loves polygons
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Looks like a very good base mesh to work on. I like the wheels, I hope you can keep them as close as possible to this shape. To optimize the wheels I welded the interior edges, but I left the outer ones (the ones that define the silhouette)... I think it makes a huge difference
![]() Anyway... Looking forward to seeing the stuff you just said on this vehicle ![]() That little detail on the hood might not make such a big difference... a shadow and a highlight on the texture will make it look the same... Well... just another place where you could optimize if you needed to. At this point I'd just add as much stuff I can think of on it and then start optimizing until you get to 4000 ![]() |
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