Author Topic: Modelling a Vehicle  (Read 2202 times)

Offline Walter

  • Newbie
  • *
  • Posts: 10
    • View Profile
Modelling a Vehicle
« on: 19-06-2010, 21:06:56 »
I'm already making high poly model:

120000poly

But I want to start modelling for game. I want to know what do I need to do to make a  accurate WW2 model (exept texture)

Example, the Maus Supertank or the Sturmtiger.

 
I'm also looking for UV mapping tool that are standalone.
« Last Edit: 19-06-2010, 21:06:15 by Walter »

Offline THeTA0123

  • The north remembers
  • Masterspammer
  • ****
  • Posts: 16.842
    • View Profile
Re: Modelling a Vehicle
« Reply #1 on: 19-06-2010, 21:06:52 »
Model something else then the maus and you will have EVERYONE's full support  ;D


Good luck though!
-i am fairly sure that if they took porn off the internet, there would only be one website left and it would be called bring back the porn "Perry cox, Scrubs.

Offline Walter

  • Newbie
  • *
  • Posts: 10
    • View Profile
Re: Modelling a Vehicle
« Reply #2 on: 19-06-2010, 21:06:01 »
What is wrong with the Maus ??? Only 2 were produced and one got destroyed. Maybe I should start with the Sturmtiger because I already made 1 high poly model.

Offline Toddel

  • Administrator
  • ******
  • Posts: 714
  • Donate for the biggest BattleField Mod Supporter!!
    • View Profile
Re: Modelling a Vehicle
« Reply #3 on: 19-06-2010, 21:06:47 »
start with reducing the polycount by ~93% bake the Highboly tracks and wheels to a texture. then you have a lowpoly model. Texture it and done.

nice model

Offline Stubbfan

  • Developer
  • ******
  • Posts: 523
    • View Profile
Re: Modelling a Vehicle
« Reply #4 on: 19-06-2010, 22:06:14 »
start with reducing the polycount by ~93% bake the Highboly tracks and wheels to a texture. then you have a lowpoly model. Texture it and done.

nice model

Then comes the impossible export to bf2

Offline luftwaffe.be

  • FH-Betatester
  • ***
  • Posts: 1.360
    • View Profile
Re: Modelling a Vehicle
« Reply #5 on: 19-06-2010, 23:06:30 »
I agree what toddel sais:

a nice model, but , as you stated yourself, too high poly. If you can master the skill of getting the right poly counts for your model, and make a proper skin for it, it's ready to go ingame.

I see some nice talent here, keep up the good work  :)

Offline Krätzer

  • Developer
  • ******
  • Posts: 621
  • Bitter Lemon
    • View Profile
Re: Modelling a Vehicle
« Reply #6 on: 20-06-2010, 00:06:42 »
To get a nice low poly Model you need Texture skills as well.
Thats all.

Offline Walter

  • Newbie
  • *
  • Posts: 10
    • View Profile
Re: Modelling a Vehicle
« Reply #7 on: 20-06-2010, 21:06:37 »


I made this today, C&C would be appreciated.
I have to add the little details and the Tracks. I have no idea what to do for the wheels.

Offline evhgear

  • Jr. Member
  • **
  • Posts: 925
    • View Profile
Re: Modelling a Vehicle
« Reply #8 on: 21-06-2010, 06:06:49 »
nice work dude, we all recognyze really well the kubelwagen your building XD

seriously, it really looks like the sturmtiger hull, continue your good work. Do we will see yours in Adrennes front?

Offline Krätzer

  • Developer
  • ******
  • Posts: 621
  • Bitter Lemon
    • View Profile
Re: Modelling a Vehicle
« Reply #9 on: 21-06-2010, 15:06:48 »
Post Wireframes and not Renders, we know that you can Model and Render a Scene. Intresting is only the count and the wire.
For wheels you can make them full, also an Cylinder but don´t add to much polys to them. Look at Toddels Tiger wheels. Or make them with an Alpha Texture.

Offline Walter

  • Newbie
  • *
  • Posts: 10
    • View Profile
Re: Modelling a Vehicle
« Reply #10 on: 21-06-2010, 21:06:55 »
I'm not modelling for the same engine, I don't think alpha would make a great result. I'll post anothe picture with wireframe later.

EDIT:
        
« Last Edit: 22-06-2010, 01:06:43 by Walter »

Offline Krätzer

  • Developer
  • ******
  • Posts: 621
  • Bitter Lemon
    • View Profile
Re: Modelling a Vehicle
« Reply #11 on: 22-06-2010, 16:06:21 »
You Model for Crysis or Armed Assault2?
For all other Games i would say to much Tris.

If you don´t want to work with Alpha then work with a normal Cylinder and Texture.

Offline Toddel

  • Administrator
  • ******
  • Posts: 714
  • Donate for the biggest BattleField Mod Supporter!!
    • View Profile
Re: Modelling a Vehicle
« Reply #12 on: 22-06-2010, 16:06:32 »
still much too highpoly. alone the coaxial MG spere could be done by 10% of the polys.

Offline Paasky

  • Sr. Member
  • ****
  • Posts: 1.801
  • DON'T PANIC! DON'T PANIC!
    • View Profile
Re: Modelling a Vehicle
« Reply #13 on: 22-06-2010, 23:06:50 »
MeshSmooth is your friend!
It's half naked people on boats. That's all.
Here in Finland we call that "summer".

Offline Walter

  • Newbie
  • *
  • Posts: 10
    • View Profile
Re: Modelling a Vehicle
« Reply #14 on: 22-06-2010, 23:06:31 »
Hmmm I don't know how much tri I have but for polygon, I have 3633.
Somethings are too high poly I agree. I'll try to fix that and finnish it soon. Btw it's for Source engine (Half Life 2, Day of Defeat Source and some more). MY limit is set to 33000 tri after compile.