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 |
Nice concept and illustration.Sleak.
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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 |
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 |
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 |
this looks good
the front view is v.nice the wing r semi startwars but look nice on urs onces here are less sharp |
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Went through a few different designs and came upon this one by chance and will probably sit on it.
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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.
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Nice looking machine spacegoat, i hope you wont let a small setback stop you :)
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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:)
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Awsome render.Model is nice and aesthetically viewable.
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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? |
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 |
Amazing render, is that floor just a texture?
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Thanx and yeah it's just a colour map and a bump
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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 |
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 |
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? |
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?
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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 |
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 |
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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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