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Posted: 09 Jul 2011, 01:17
Cat
I'm going for my first original.

7/3: http://img546.imageshack.us/img546/2324/truckwip.png
7/6: http://img27.imageshack.us/img27/5148/truckwip2.png
7/8: http://img143.imageshack.us/img143/4753/truckwip3.png

Used the Mercedes-Benz Atego Race Truck as reference for the shape (pics, not a blueprint).
I think the lines & shapes are ready. Needs shading & antialiasing (my 2 weakest points).

Posted: 16 Jul 2011, 05:07
Cat
Attempt at vertex shading with blender (tnx Jig): http://img28.imageshack.us/img28/4723/truckwip4.png

Need your opinion plz.

Posted: 16 Jul 2011, 09:01
zagames
Looks good man. Original indeed!

Posted: 17 Jul 2011, 09:54
Cat
Thanks Zach.

Shaded model in-game:


"Leopard" will be my division for diesels & heavy-duty, like Saab's Scania & Mitsubishi's FUSO.

Posted: 17 Jul 2011, 14:36
Citywalker
That window texture is a nice idea!

Posted: 17 Jul 2011, 18:16
jigebren
Congrats. This is the kind of stuff I like to see in Re-Volt, :) a low-poly vehicle, and modeled and textured from scratch...
A few points I think you can improve:

1) The shading could be emphasized to better distinguish the vertical and horizontal surfaces.

2) There's also a trick you can use if you want an angle to look sharp: In re-volt, when a vertex is shared between 2 surfaces, the normal is also shared. To have a different normal for 2 adjacent faces, they have to use different vertices (even though the vertices shares exactly the same position).
In blender, you can select a block of face and presss [Y] to split them from the other faces. Contrariwise, select some vertices (or faces) and press [Ctrl+V] then [D] to join vertices...

3) And as you're now using Blender, you can also use quad polies (instead of only triangles, as it makes the model even more lightweight). In blender, select 2 faces which form a triangle and press [Alt+J] to convert them to a quad ([Ctrl+T] to convert to triangles). Be aware though that if a quad is not a prefect rectangle, the texturing could look weird (because in 3D a rectangle is still internally composed of 2 triangles).

4) I'm sure you can improve the antialisasing of the side windows.

Don't hesitate to ask for help for any of theses points, I'm ready to give you a hand for this vehicle.

Posted: 19 Jul 2011, 06:27
Cat
Did the tris to quads conversion and antialized the side windows among some things: http://img841.imageshack.us/img841/2263/truckwip6.png

Never knew that the RV stock cars had quadrilaterals (Zmodeler directly converts them to triangles).

Maybe i will need help with 1)

Posted: 19 Jul 2011, 15:36
jigebren
Yep, Zmodeler doesn't support quads...
And yep, stock cars (and stock tracks too) widely use them.
Maybe i will need help with 1)
In fact it's quite well done already, but in your ingame screenshot we can notice that the back of the truck looks a bit too white, we can hardly distinguish volumes...
You can email it to me and I'll take a look.

Posted: 26 Jul 2011, 07:27
Cat
Time to get back on the project.
jigebren @ Jul 19 2011, 07:06 AM wrote:In fact it's quite well done already, but in your ingame screenshot we can notice that the back of the truck looks a bit too white, we can hardly distinguish volumes...
You can email it to me and I'll take a look.
Aren't you referred to the rear fenders?

Posted: 26 Jul 2011, 08:20
jigebren
Cat @ Jul 26 2011, 02:57 AM wrote: Aren't you referred to the rear fenders?
Yep, I didn't know the proper word....