Joined: 03 Nov 2007 Location: laptop? ... otherwise the Czech Republic -> south Moravia Posts: long int Posts;
Posted: Fri Aug 14, 2009 3:54 pm Post subject:
Maybe it doesn't look so, but modelling this part wasn't easy at all.
Although treads are now done (maybe I'll add crews and dirt, maybe I'll make it on texture),
there is little problem with connection to the body (technically it should be possible via some gearing, motor is in the back of the body),
so I'll make there "accordions" like on long buses (or ROTR Sentinel; those "accordions" cover those moving mechanisms).
@Joshy: so you are almost done with that soldier model, which looks good.
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the weak spots (inner side of of treads)
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Don't blame the others if you haven't checked your own (in)ability in the first case. QUICK_EDIT
Joined: 03 Nov 2007 Location: laptop? ... otherwise the Czech Republic -> south Moravia Posts: long int Posts;
Posted: Sat Aug 15, 2009 3:00 pm Post subject:
I wonder where those soldiers have knives.
My current progress:
- engines are in treads (which are separated, controled via cables in that tube - the easist solution)
- I forgot on smoke grenades (added)
I have no idea, i just doubled clicked on the viewcube very fast and it froze for a few seconds and then the error popped up, it ask did I want to save recovery. I did, then started it up again, tried to load it and it was corrupt. QUICK_EDIT
Don't do that "try to save recovery" stuff, it doesn't really work. Also, did you know 3ds auto-saves your scene? So you may have a few auto-saved scenes in your 3ds max folder. _________________ Please, read the signature rules of the forum. QUICK_EDIT
Ya i know it auto-saves but when I try to load it, an other error happens and it says application will close now, but it doesnt matter now, this one turned out better, abit.
Wish I knew even remotely how to do the stuff you people do in ZBrush lol. Everything looks amazing.
Anyway, can't wait to see everybody's finished models, they're all looking great, much better than my joke of a grand cannon. _________________ "Don't beg for things; Do it yourself or you'll never get anything." QUICK_EDIT
Joined: 03 Nov 2007 Location: laptop? ... otherwise the Czech Republic -> south Moravia Posts: long int Posts;
Posted: Tue Aug 18, 2009 7:46 pm Post subject:
progress with marked planned parts
(I've done one side, however it's question of few minutes to mirror that into free objects)
- engines are in treads
- this tank is supposed to be more agile than any other mammy
- this is why it's hydraulics are Achilles heel of this tank
- real size would be something like 3*5*10 m
- hull is thin a bit, but tall and long, so 3 "tankers" have enough space
(see red planned part)
- turret will be external
- you can't see whole hydraulic system on that picture - it can move almost like Sand Wraith from Generals: Contra
(treads can turn in 30° degrees on both sides)
Real tanks use skid to turn (that's why this mammy should turn faster).
I won't animate it now, but I'll leave it as set of independent objects for later (ingame video, model for some game like CnC4 - polycount).
EDIT: however I think about sacrificing that extra turning ability to make it thinner...
EDIT2: I think I'll sacrifice this ability to make it less vulnerable and thinner.
wip6b.jpg
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progress with marked planned parts (I've done one side, however it's question of few minutes to mirror that into free objects)
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Don't blame the others if you haven't checked your own (in)ability in the first case. QUICK_EDIT
Well, let me start off by saying that I stopped detailing my character in ZBrush. The poly counts were crashing 3ds and I couldn't deal with it, so I used the model I showed in my previous WIP. I didn't do any modifications to it except pose it for the scene.
I realized I was spending too much time on this and decided I better finish it up. The main model is a GDI Light Infantry.
Now, for the shots:
First up, the beauty shot. I took the main infantry model and put him all over the scene. I quickly formed some terrain and dropped the tank in there. I added some background buildings that I modeled for this competition and then I applied the textures to everything. I lit the area and placed light effects near the muzzles of the guns/tank muzzle. I then took the final image and photoshopped some elements in. (Blood, etc.) The scene is called "The Last Stand" and is GDI fighting against Nod with their last squad in that city. Here's the shot:
Alright, next up is the presentation shot. I thought I would put him next to the tank for size comparison.
Now here's the construction shot. (I put the wireframe up top, a mesh of both wireframe and shaded in middle, and shaded on the bottom)
Aaand last is the textures. (watermarked of course. )
That's it, I hope you enjoyed seeing all the shots.
@Paulzy: Looking good so far man
EDIT: Also, I feel I could have done better, but I didn't want to start another new model. With that said I feel like this project didn't turn out very well, but oh well. QUICK_EDIT
Joined: 13 Jan 2007 Location: Netherlands! Banned: 3 times
Posted: Wed Aug 19, 2009 7:55 am Post subject:
Your presentation screen is great (well, everything is), although a tad to dark I think. Very nice work everyone. _________________ ☭☭☭☭☭☭☭☭☭☭
Become one with your heart's desire:
http://www.moddb.com/mods/command-conquer-red-renegade1
☭☭☭☭☭☭☭☭☭☭ QUICK_EDIT
I know its abit too late Joshy to tell you this, but you could have used bump maps to get all your zbrush detail into max without increasing the polycount and causing a crush.
Well your submission looks good, well done for finishing it, while I still have to model all the armour and shit plus texture it
I had depth of field on, but accidently blurred the focused part in PS, but oh well.
@Arselona: Yeah, I did produce some normal maps in ZBrush and used them as bump maps, but they looked terrible. The highest res I could produce the maps at was around 2700x2700.
With the way they turned out I just decided to drop ZBrush detailing. It was causing me a headache.
But yeah, thanks everyone.
Edit: The end date is the 21st of Setember!? Did it get extended or has that always been it? _________________ Please, read the signature rules of the forum. Last edited by Joshy on Wed Aug 19, 2009 2:11 pm; edited 1 time in total QUICK_EDIT
Don't get me wrong Joshy, you surely put a lot of work in it, but the model looks quite unprofessional on the close up picture. The wrong lighting on many surfaces make me assume that there are a lot of fragments and polygons with wrong normals and smoothing groups.
I think you should have spend more time with fixing these small glitches and also light up the beauty shot.
I think beside the current judgment criteria for Model detail, Texturing, Creativity and General design should be another one for
Professionalism/Suitability/Correctness
A model which only looks good when rendered in a certain program, but has many glitches like polygons with wrong normals, wrong smoothing groups, fragments caused by wrong vertices etc. shouldn't get a too high result.
\EDIT
i see right now that the judgement is based on pictures only, so my suggested Professionalism/Suitability/Correctness point isn't necessary as no one checks the 3d-model itself. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Ah but you see LKO when switching between many 3d environments the model tends to look that. I used the obj that I've been switching between ZBrush with and not the 3ds model. If I apply a smooth modifier to that obj, everything looks correct.
There are no problems with the verts, normals, polygons, or any of that. I wouldn't dare start talking about this infact. I spent time working out the topology on this model.
The only damn problem I see with it is the squareness. Hence why I used the obj one that has smoother edges.
I actually spent a long time re-topologizing certain parts of this model. Went through plenty of headaches but eventually got it right.
Fưck this comp.
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I see.
Yeah it's hard to tell if a model is correct or not only by a picture.
So forget what i said. (Except the part about the beauty shot being a bit brighter. ) _________________ SHP Artist of Twisted Insurrection: Nod buildings
Thank ztype the comp has been extended to the 21st of September and I was thinking I was not going to get it done in time.
Also LKO are you still in this comp, its just I havent seen any more updates than the first from you, maybe its cus your busy. But it seem like you might have dropped out! QUICK_EDIT
Yeah its too dark though what you could do is add another tank firing out of frame (behind the camera), which lights up the foreground trooper. Would give him a cool firey glow. QUICK_EDIT
yep i'm still in the comp, but as you already correctly assumed, i'm very busy right now.
Until the 10th september i'm quite sure there won't be any update from me. So i'm glad that the deadline was extended to the 21st.
@Joshy: don't worry. I didn't feel offended in any way.
And yes, the beauty shot is really too dark. Your monitor must have a 10000Watt lamp, being not too dark for you. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Joined: 03 Nov 2007 Location: laptop? ... otherwise the Czech Republic -> south Moravia Posts: long int Posts;
Posted: Wed Aug 26, 2009 8:32 pm Post subject:
I made few details on the hull (which still doesn't have things like windows, enters or screws - screws are missing on treads too).
Also Phong's shading will be reduced in final version for sharper look.
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some progress on the hull
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Don't blame the others if you haven't checked your own (in)ability in the first case. Last edited by partyzanPaulZy on Wed Aug 26, 2009 8:37 pm; edited 1 time in total QUICK_EDIT
Joined: 22 Dec 2004 Location: Tiberium Research Center N27
Posted: Thu Aug 27, 2009 5:26 pm Post subject:
Sigh... we'll need a drawing contest some day. But the overall quality is beyond awesome, though. Well, if you are not going to use those models in FPS games of course. >_> _________________ DUNK! QUICK_EDIT
Im quitting this comp because simply I have more important things to do over the next few months, so I might aswell show how much ive done up to now, even though ive done nothing this week with it.
here's my submission, I win! na just kidding, I freeking suck at this 3D modeling crap so as you gussed I'm out also. Thumb's up to everyone, you guys did and are doing a great job.
Ah that sucks, but fair enough. Out of curiosity It would be great if I could get a head count on all who are intending to finish and submit an entry cause right now it only looks like PaulZy is the only one still active and Joshy's long finished. QUICK_EDIT
lol, some talented doods we have here, good luck to all who still remain _________________ Please, I DON'T read the signature rules of the forum. QUICK_EDIT
i dont think i'll be able to finish my model, i've been really busy lately with RL situations. though i did have fun with the competition, the amount of time it needs from me is just unavailable atm... sorry SDKH QUICK_EDIT
I'm still working on something, lost the Mobile Grand Cannon to a virus >.> _________________ "Don't beg for things; Do it yourself or you'll never get anything." QUICK_EDIT
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