model critism - big images


(ischbinz) #1

heya - today i finished my work on a new game model

gmc-cckw

in diffrent versions (i m not sure how much - many parts are tagged together)

orginal:

my version:

orginal:

my version:

orginal:

my version:


(ischbinz) #2

unluicky et don t have a nice lightning engine :frowning:
so it look ingame not soo great - and my poor textures works are more visible :frowning:

tell me you opinion -
about the parts:
front window
inside the cabin
the crane
the plate of the crane
tank
the dock
the wheels - 2 front + 2 back parts
mg nest - yes you can attach a mg42
the load board
the shell plates
the stands
the plane
maybe i forgot something -
so you can create diffrent versions
for example:
truck+wheels+tank+window+mg42
or
truck+wheels+crane+window+dock

ah i forgot the crane is animated in cluding a tag to lift something - unlucky i was not able to get it work proper - maybe somoone know how to do this…

and and and

release - coming soon - working on a techdemo version of goldrush before - ah i forgot - a new tank comes soon, too :slight_smile:


(th0rn3) #3

Wow, dude, this is just awesome!


(Pande) #4

needs an ambient occlusion bake into UV map.

anyway, 1st one looks hardly like the reference. Where is tire, where is covering at front of trailer?

But, as vehicles in general they are sweeeet and beat the ones that come with the game.

Are you using blender? Try enabling ambient occlusion then go to Render > Bake > AO

for better results, you could light it just as you did and reallly, REALLY soften up the lighting (so theres no strict lines, such as on the wheels) and then use Bake Full Render. Radiosity, ambient occlusion, etc will solve this easy.


(Cambodunum) #5

nice work ischbinz …


(ischbinz) #6

for the reserve wheel - there are diffrent places to put it - i add a tag below the load plate - like on this pic
only problem for tank it don t work - because the boxes on this place…


(Wezelkrozum) #7

Nice work Ischbinz! Especially the structures;)


(Magic) #8

looks very good - lookin forward to the release


(ischbinz) #9

just a little gif ani - the new tank :slight_smile:

hope you ll like it - there is not so much diffrence - only the shadows are not shown ingame :frowning:


(AlphaRed12) #10

[QUOTE=Pande;199865]needs an ambient occlusion bake into UV map.

anyway, 1st one looks hardly like the reference. Where is tire, where is covering at front of trailer?

But, as vehicles in general they are sweeeet and beat the ones that come with the game.

Are you using blender? Try enabling ambient occlusion then go to Render > Bake > AO

for better results, you could light it just as you did and reallly, REALLY soften up the lighting (so theres no strict lines, such as on the wheels) and then use Bake Full Render. Radiosity, ambient occlusion, etc will solve this easy.[/QUOTE]
Best advice right there. The skin really kills the model.


(ischbinz) #11

i m happy about so much warm comments -
but for texture making - i said i m not very good in it -
http://www.splashdamage.com/forums/showthread.php?t=18608
maybe alpha red or pande hf with making a better texture/skin after the release of the models…


(Avoc) #12

Its not so much the texture - it seems that there isn’t an ambient occlusion baked into the UV map, which might solve the problems.


(ischbinz) #13

narf - i just for information - i don t use blender for modeling…
i use more simple tools -
but after your complains i downloaded it.
its very different to milkshape and lightray -
but now i m working on improved textures.
thx


(varsovie) #14

Maybe make textures:

  • little dimmer
  • decrease contrast
  • bigger camouflage after blend

This model seems little too big - if it’s not raw truck replacement for stock maps modelscale in new design maps can easy adjust as desired.


(AlphaRed12) #15

If you give me the model I can bake you some AO maps.


(aaa3) #16

hi, maybe somewhat late reply, 'been somewhat away since late summer;
-make the texture’s green more „olive drab”-ish (slightly more yellow, red, less blue)
-manually edit the texture file to add some fake shadows for ex. under the fenders
-make the model more „acceptable-poly” ;PPP, i mean mostly the wheels(if they r still the same as on an earlier greyscale render i’ve seen in another thread), the protector grille before the radiator(see remark at rear body), the headlamps, some stuff on the big fuel tank, and maybe the rear wooden upper body (instead of making it separate pieces*, make 1 flat and use a partially transparent(er… masked) texture… maybe, im not sure.) [p.s.added an image later]
-dont know since judging only after your screens, but wouldnt a lets say 10% ensmallening benefit it somewhat? ofc if u calculated the scale (et playerbox = 72units =~ [arbitrary]1,8m --[arb.]–> 40units = 1m) then its ok i just … well maybe u did it after eye only and dont care it its real, then defo seems too big. but if its real-size and its important 2u then keep.
-on renders your models rly look very nice :slight_smile:
-i particulary liked that u made the „under-stuff” (shafts, differentials, whatever, not much visible on shots… actually only in the ingame-shot) fairly detailed (or, existent at all), i always intended to do so on my models too, it makes trucks more realistic and joy-to-look-at

*:clarification: i don’t mean the lower half of the upper rear body, with the vertical stuffs on the flat wall, its very nice that has additional 3d details; but the upper half of that, where there are many-many separate horizontal wooden thingies(my engl. vocab. lacking a bit xd) over each other.


p.s.: animated hetzer gif is beautiful; maybe u wanna consider at least, using a stationary less-detailed track (&wheels) and moving only in texture? (not sure if there is enough remap-slots in the game for making it satisfactorily)

very sadly, it’d lose much of its appeal then, but thinking on that each visible little element on the track is a real 3d structure, is a horror :stuck_out_tongue: … that must be a tri-hell

[necroedit], i rethought this,… i will like the animated track, and as the rest of the model seems fairly simple it may be compensated a bit. for me definitely won’t be a problem but expecting way lower performance than stock tank.


(nUllSkillZ) #17

Wow.
Very good models.
Very nice work.


(ischbinz) #18

hope i/we can release it soon -
i got some help for a better texture for the truck (BackSnip3) and the tank (peyote)
and we ll release a “techdemo” map -
a goldrush modification (retexturing by berzerkr) with the new truck and the new tank

btw the chains of the tank are fully animated - so it look really nice ingame :slight_smile:


(Kynval) #19

good job man!


(BackSnip3) #20

Tried to fix the main texture and put back a custom shadow :slight_smile: