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-   -   Game Challenge - SpaceGoat (https://simplymaya.com/forum/showthread.php?t=23789)

SpaceGoat 05-11-2006 09:19 AM

Game Challenge - SpaceGoat
 
Ok so here is my concept of a futuristic sci-fi type starfighter. First comp I've entered and looking forward to it.

Model soon to come.

http://img176.imageshack.us/img176/5...cept001vy3.jpg

DarkLight 05-11-2006 12:24 PM

Nice concept and illustration.Sleak.

pbman 05-11-2006 02:37 PM

nice design and drawing

lol - i though u had a cool name for u car until i realised it was ur user name still nice name though

SpaceGoat 05-11-2006 02:50 PM

Haha thanx. Maybe that wouldn't be such a bad idea just to call it the SpaceGoat...

Here's what I have so far. Probably going to go for a low poly model with a high poly detail mesh for some normal maps. Making game models peaked my interest a few months ago and I would like to make something cool to learn with.

http://img374.imageshack.us/img374/1095/model001su9.jpg

SpaceGoat 06-11-2006 04:35 AM

Another update with a quick rough of the wing layout. Wing extends and separates when in battle mode. This provides more maneuverability when engaging enemies etc. Also located on the wings are smaller engines to add that extra boost when turning and also supplies extra power to the laser canons.

http://img177.imageshack.us/img177/4310/model002fs9.jpg

pbman 06-11-2006 12:58 PM

this looks good
the front view is v.nice
the wing r semi startwars but look nice on urs onces here are less sharp

SpaceGoat 08-11-2006 08:14 AM

1 Attachment(s)
Went through a few different designs and came upon this one by chance and will probably sit on it.

mtmckinley 08-11-2006 10:17 AM

your model looks like it's smoothed or SubDs or something. Don't forget that it's a game art challenge and needs to be polys. Also, don't mistake a 30k limit as simply smoothing your model to fit the limit. Each face should be there for a specific purpose.

petrol 08-11-2006 12:13 PM

Nice looking machine spacegoat, i hope you wont let a small setback stop you :)

SpaceGoat 08-11-2006 04:30 PM

Don't worry I intend to create a high poly mesh along with the low so as to make normal maps later on. The hull will only be roughly 2000 polys by the end so there isn't going to be any problems. I made a rifle for a game once before and found that game modeling is a very logical process. Thanx for commenting:)

SpaceGoat 09-11-2006 02:28 AM

Just felt like doing a render for fun;)

http://img167.imageshack.us/img167/4...nder003ic3.jpg

DarkLight 09-11-2006 02:37 PM

Awsome render.Model is nice and aesthetically viewable.

arran 14-11-2006 07:23 PM

yeah - nice work spacegoat!

Maybe you could add some sort of landing gear as it looks a little awkward at the moment. I really like the main body, but the wings seem a little out of place - maybe you could jazz them up a bit?

SpaceGoat 15-11-2006 12:19 AM

Thank you:)

Yeah at the moment I hadnt put much time into it but the wings will have a heavy metal look and a landing gear will be thrown in later. I want to mix a sleak looking body with some industrial components to give it a more unique look but I think that the body will end up having a bunch of panels and bolts splashed across it

Minstrel 15-11-2006 08:37 PM

Amazing render, is that floor just a texture?

SpaceGoat 16-11-2006 01:38 AM

Thanx and yeah it's just a colour map and a bump

SpaceGoat 21-11-2006 11:02 AM

Haven't stopped on this just yet. Am doing the wings and just finished the UVs for the hull. Am juggling ideas on how to make a damn normal map. Either I do it (for the hull) in Zbrush which is hard with 2mill polys or I draw a bump map and then convert that into a normal map in PS. Or use the bump map in Zbrush as a Disp map to make a normal map from (so as to retain the overall smoothness of the hull surface). But it can be hard to get the right details in PS because the UVs arent completely straight.

I think I may just have to generate the normal in Zbrush even though it's kinda tedious but we will see.


http://img141.imageshack.us/img141/4...del006ccs7.jpg

http://img245.imageshack.us/img245/7615/model005nt2.jpg

SpaceGoat 22-11-2006 03:10 AM

Well I have been trying different things with normal maps and haven't been able to achieve a good way to make flawless maps. The best so far I would say is using Maya's surface sampler but in making my hull it would mean I'd have to make a high res version which wouldn't be easy. So if anyone has nay suggestions as to what the best method might be for making the model kinda look like this concept that would be great.

http://img208.imageshack.us/img208/2...hterpicvh4.jpg

publicFunction 22-11-2006 04:15 AM

I had the same problem in Maya 8 with the normal maps, so ur not alone.

Why not put this as a sub-D model and add the details then and convert back to poly and then use bump maps and textures?

gster123 22-11-2006 04:38 AM

If you've got Z brush cant you do the high poly work in there thee import back to maya and generate the normal map?

SpaceGoat 26-11-2006 02:36 AM

Ok well had a bit of a break from this as normal maps was frustrating. Just now for the tenth time I tried Zbrush but the poly count had to be around 3.5 mill so it was just too hard to make anything with let alone figure out all the optimum settings for a normal map etc etc.

So I went back to maya and played around till I found that the prob with the PS normal maps was the maya shading network wasn't good enough. So all fixed now and hardware view looks great and PS is the best option to make details in. So will have updates soon as I can get something looking good;)

preview test. And if anyone else wants to know the 'easy' way of normal mapping their model just ask :)

http://img265.imageshack.us/img265/5303/test1fu2.jpg

SpaceGoat 26-11-2006 04:15 AM

Update on it. Gonna do more later on and finish the major components such as wings etc

http://img118.imageshack.us/img118/7683/test4mv2.jpg

http://img118.imageshack.us/img118/5749/test4bau2.jpg

publicFunction 26-11-2006 04:26 AM

Quote:

Originally posted by SpaceGoat
And if anyone else wants to know the 'easy' way of normal mapping their model just ask :)
I'm asking ;). I had the same issue as you, so please do tell :bow:

SpaceGoat 26-11-2006 04:34 AM

It wasn't too difficult to figure out. I just remembered an old tutorial which discussed it but seemed outdated.

In relation to the network needed, I use to connect the normal map to a bump node which then hit the shader. But now it seems better when you just add the normal map to the shader via outColour - normalCamera. But in any case I still can't get it to render in software yet. Have tried the killeroo network but it just doesn't seem to work. Looks great in the viewport with high quality shading though.

And if you want to make normal maps in Photoshop the same way as you would make a bump map or disp, just download the Nvidia normal map plug-in. Simple as that;)


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