Posted: Tue Feb 18, 2014 3:01 am Post subject:
GDI Jackhammer
Subject description: Cancelled C&C concept
This is based on a model concept from an unreleased C&C game (almost certainly 'Tiberium').
There were a number of model concepts which used a similar base and turret. I have already done one of them that I liked, the GDI SAM site, and now I have completed the Jackhammer.
I used has much of the existing model and texture has I could, deleting the SAM launcher and then modelling the Jackhammer guns in the space left.
I came up against issues when it came time for me to unwrap the newer part of the model. Because I wanted to fit it inside the existing UV unwrap, and I wanted the newer UVs to match the pixel ratio of the old UVs, I had to do much more UV island stacking then I would normally.
This in turn meant that there was some areas were I could not have a lot of unique detail (especially normal detail), because so many parts of the model were using the same texture space.
Anyhow, I was happy with how it turned out. I will decide the final size at a future date. I will also adjust the paint colour to fit other GDI assets at a later date.
Thanks for your time.
GDI_Jackhammer_Final_04.jpg
Description:
Meantime Productions model concept: http://www.meantimeproductions.com/mp/wp-content/gallery/vehicles_and_tech/
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JackHammer_Max.jpg
Description:
Max render. No environment mapping in this render, unlike the C&C3 screens. Also I did not have a Bump map to add, to strengthen the depth of the normal maps.
nice! one shot from that and a tank is dead. 2 of them side by side and nothing is getting through or across that bridge _________________ I am authorized to send out the TMP Studio, PM ME IF YOU WANT IT And check this out, these were sent to me for help with terrain and zdata help along with TMP Studio/Builder
I don't recall seeing that concept, I only thought of this when I saw the title.
"Command and Conquer – X
EA Games
Pete Evans: These clips are still renders and animated renders of hi-res models and component assemblies created by artist for EA games, utilizing provided artwork and other references, under the direction of Duane Loose.
EA was provided with the final hi-res digital asset, complete orthographic and perspective renders of the asset, and animated “articulation studies” for the more complex assemblies. The hi-res assets were scanned to generate normal maps for the creation of highly detailed low res assets for the game. The game was taken off EA's production roster 2 years after artist delivered the assets to EA."
Above is an unaltered quote from the company that made the assets (easier than me trying to explain).
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