AREA forums upgrade
Read more about the planned upgrade of our forums
  • 1/3
You are here: Forum Home / Game Developer Zone / General Game Development Forum / Toyota Land Cruiser FJ45
IMPORTANT ANNOUNCEMENT ABOUT AREA FORUMS
  RSS 2.0 ATOM  

Toyota Land Cruiser FJ45
Rate this thread
 
65284
 
Permlink of this thread  
avatar
  • benixel
  • Posted: 15 March 2012 04:55 PM
  • Total Posts: 11
  • Joined: 23 October 2006 11:36 PM

Hi people
we started a new game project, and i wanna show u some working progress .-hope enjoy-
started with Toyota Land Cruiser FJ45, this vehicle was very useful at the iran - iraq war,(actually it’s our subject in that game).
so i begin the model....
------------------------
MODELING
here’s some reference i collected.
1_ref.jpg

i prefer expanding my object to 8 element.
3_modeling_c.jpg

ok, the model is done with 20,618 polys,
4_modeling_f.jpg
------------------------
UV’s
i’ll show you all my uv’s at 2 scene.
5_uv1.jpg
6_uv2.jpg
------------------------
TEXTURE’s
info: Diffuse,Specular,NormalMap 2048x2048 tiff format
7_texture1.jpg
8_texture2.jpg
9_texture3.jpg
12_texture6.jpg
10_texture4.jpg
13_texture7.jpg
11_texture5.jpg
15_texture9.jpg
------------------------
OUTPUT
actually i prefer to use ‘marmoset toolbag’, but i haven’t for now. indeed it can’t support multi objects....!
anyway it’s nitrous 3dsmax view ports.....
16_render1.jpg

camera cycle:
http://www.youtube.com/watch?v=9KY_...eature=youtu.be
tnx for comment



_________________________________________________
Benyamin Reazian
My society
http://benixel.blogspot.com/

Replies: 0
avatar
  • benixel
  • Posted: 15 March 2012 04:56 PM

here’s some i forgot about the interior.
17_interior.jpg



_________________________________________________
Benyamin Reazian
My society
http://benixel.blogspot.com/

Replies: 0
avatar

Please do not embed images - especially large ones. Attaching is the preferred method here.



Max 4.2 through 2014, Composite 2014.
XP-64 (SP2).
nVidia 9800GTX+ (512MB) (Driver 314.22).
i5-3570K @ 4.4GHz, 8Gb Ram, DX9.0c.

Replies: 0
avatar
  • Avotas
  • Posted: 16 March 2012 04:33 AM

I always like to see good modeling, and with that good UV layouts, however I do question your choice to break the model down into -24- 2048x2048 maps. That’s a lot of data, especially for a video game. Do you plan on reducing the texture size for production? Also on that critical note, I would also like to see better use of your texture mapping. You have taken the time to layout everything but didn’t add anything truly unique such as decals, unique rust spots, bullet holes, names, mud, damage, or improvised armor. Soldiers do tend to personalize things and your UV layout gives excellent opportunity to come up with some creative designs.

I look forward to seeing more from you in the future. ^^

-Avotas



Replies: 1
/userdata/avatar/ufb7gn43q.jpg

thanks avotas, for your comments, about the unique detail i Should to say, maybe i added At other times, anyway it’s our main vehicle at last it’s my first experience at gaming, and hope to learn it....

Author: benixel

Replied: 01 April 2012 08:43 PM  
avatar
  • Avotas
  • Posted: 03 April 2012 08:54 AM

NP. Welcome to the Game Development Community. You may want to pickup a book on Game Environments and Props, or a book written for Environmental Artists. I don’t have any recommendations, I use a Maya workflow here, but a good book will go over concepts like MipMapping, Tileable Textures, Muilt-UV Channels, Level of Detail, Collision Meshes, and Modular Construction. These concepts will greatly enhance the quality of the game, by reducing rendering costs, enhancing frame rates, while allowing you to unlock your maximum artistic quality.

Best of Luck!

Avotas



Replies: 0