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#871 (permalink) |
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Level Artist
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i took some advice i was given over at polycount added some decals, i searched the net for military type atvs's and only came up with them having number and logos, i also changed up the pain the main body is a different color than the fenders also i added a camouflage and toned down the scratches so the body looks less like metal and more like the plastic that can be found on most atv's.
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#873 (permalink) |
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New Artist
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I'm working on a game concept, it's going to be a big story and I'll make loads of art to go with it. When it's done I might even look for a group to make something out of it, but it's meant as a portfolio item.
I'll show some progress to you soon! ![]() |
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#874 (permalink) |
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Game Art Student
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read before commenting on the horrible edgeloops and whatnot!
Back when I started modeling I wanted to make an awesome model, hehe. I spend forever making this here T-rex, finetuning the shape and all just to my liking. Since then I have learned a whole lot more and now want to make a high poly version of it for normal mapping, as well as animating it for a little practice movie clip ![]() What I'd like is to get some real good pointer on what to look for when working towards these two things: 1. Subdividing... I think I remember hearing that using only quads is the best. 2. Animation... I'm sure there are some guidelines on creating good geometry thats optimal for rigging/animating. Needless to say I'll have to clean this old model up in every possible way (what you see here is just a screengrap I took when I opend the file. I havent started working on it yet) ![]() ![]() ![]() Thanks for your help in advance. |
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#876 (permalink) |
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Level Artist
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working on it a little more ill add a glow to the lights on the front of the bike, also still want to fix the front bumper a little more. im going to add mud but im going to try to make it stand out instead of having it on my diffuse. i might normal map it in.
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#877 (permalink) |
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Game-Artist.net Staff
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There's something that's still really bugging me about that model. For having it's normals baked from a high poly mesh, it's still looking really blobby and undefined.
Have you checked that the green channel doesn't need interting or that you've applied the normal map at half opacity or something? It also has a very uniform set of scratches - even the protected edges, the concave ones, are uniformly sratched (see: where the front wheel guard meets the main body). Those edges don't get exposed to stuff brushing past for them to have their paint scraped off, instead they're more likely to pick up muck and dirt. I'm also not sure whether a quad-bike even for military use would have a metal body... isn't it more likely to be some sort of durable plastic? Last edited by Talon; 07-06-2008 at 06:34 AM. |
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#879 (permalink) |
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Freelancer
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dude. fucking hell. if you are serious about making an atv, make it look good!
I dont want to sound like a dick or nothing but i really hate that model. Looks way to simple and uninspired. Dont hoop from project to project, actually make something look good. Take Pure game for example. ![]() ![]() ![]() ![]() See how these pics looks interesting? Try and aim for this quality. all of these pics are on teamxbox Pure Screenshots Gallery (Xbox 360) Now get to work |
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