View Full Version : [WIP] Halo 1 Hog
Lord Ned
December 18th, 2008, 08:54 PM
(Military) (Wire (http://i11.photobucket.com/albums/a156/Lordned/Warthog_800x600_Military_Wireframe.jpg))
http://i11.photobucket.com/albums/a156/Lordned/Warthog_800x600_Military-1.jpg
(Civilian) (Wire (http://i11.photobucket.com/albums/a156/Lordned/Warthog_800x600_Civlian_Wireframe.jpg))
http://i11.photobucket.com/albums/a156/Lordned/Warthog_800x600_Civlian-1.jpg
Editor Screen Grab. (http://hailaeros.com/ZScreen_Uploads/SS-20081214163216.png)
14,000 Triangles.
Working on the turrets texture now, nothing worth showing yet. Will let you guys tear into what I have so far though.
DEElekgolo
December 18th, 2008, 08:57 PM
hehe. I saw you over at poly count. It looks pretty good. Topology is awesome.
DaneO'Roo
December 18th, 2008, 08:59 PM
Looks good, welcome to the forums :)
Disaster
December 18th, 2008, 09:03 PM
Heh looks pretty good mate. Theres a few uneeded edge loops here and there but nice work :awesome:
Anton
December 18th, 2008, 09:05 PM
Welcome to the forums!
The warthog looks good, I can't wait to see it textured.
Lord Ned
December 18th, 2008, 09:11 PM
About that.... I really need more practice texturing. (No better place to start I guess). Here's what I've got so far:
http://hailaeros.com/ZScreen_Uploads/SS-20081218181209.png
(Ignore the green base texture on everything else) Was playing with two textures, one a more "dry" (?) version (left) and the other more green.
Corndogman
December 18th, 2008, 09:30 PM
I like the version on the left better, the details are more subtle, which is good. Model looks good, but as Disaster said there's a few extra edge loops.
Welcome to the forums also.
killer9856
December 18th, 2008, 09:46 PM
Nice warthogs. Welcome to the forums.
Con
December 18th, 2008, 09:55 PM
Welcome to the forums, nice work.
http://img291.imageshack.us/img291/5750/warthog800x600military1an8.jpg
BobtheGreatII
December 18th, 2008, 10:01 PM
I demand a render of the front.
:toughguy:
SnaFuBAR
December 18th, 2008, 10:04 PM
Welcome to the forums. I think that your hog is ok, but could stand to be much better in topology to describe the surface changes. Could you post an unsmoothed render, and not clay so we can actually see how max calculates your topology?
Lord Ned
December 18th, 2008, 10:09 PM
Finally, some real feedback.
I dunno where I got the idea for the shape on the wheel. Might be a side effect from using the Halo 1 hog as a reference.
Valid point on the side things too short.
On the side panel (upper top) I assume you mean the part that sticks out is too thin?
Not sure why they arn't evenly spaced, I didn't do it by hand. Will re-do it though and look.
Any suggestions on a different render then?
Welcome to the forums. I think that your hog is ok, but could stand to be much better in topology to describe the surface changes. Could you post an unsmoothed render, and not clay so we can actually see how max calculates your topology?
Depends, can you say that in english? Just duplicate the mesh and take off all the smoothing groups?
I demand a render of the front.
:toughguy:
Why's that?
Bad Waffle
December 18th, 2008, 10:33 PM
Hey, welcome to the forums. I'm your friendly moderator, and i'd like to just quote some rules for ya to make everything go smoothly, parts important to this specific topic in bold:
We have a simple but strictly enforced ruleset for artists submitting work, please read carefully.
I'll break this up into categories.
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You must have at least two renders, and at least one wireframe. This rule is a little more flexible than others, but you MUST have a clear wireframe regardless.
Renders must be between 800x600 and 1000x750 , all others above 1000x750 must use [shot] tags.
You must state how many triangles the model is.
2d art (digital, traditional)
Whatever resolution you choose, but if you go over the 1000 width you must use shot tags.
Traditional art pictures should be between 800x600 and 1000x750, but shot tags are preferred.
Photography
Photography can be any resolution and aspect ratio that the artist sets, but every image must use [shot tags] regardless of resolution.
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This is something a bit more obscure, so rules are different. Not really sure, as long as music and other media that plays sound must not automatically begin playing when the page is loaded. It must have a means to start and stop playing at any point, as per the rules.
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Ooh, but i do like the hog. I love the tires.
I have no idea how you managed to make that 14,000 tris--take a look at my hog, and mines about 13k but it has a bunch of crap on there.
http://img248.imageshack.us/img248/7200/page1ij0.jpg
Lord Ned
December 18th, 2008, 10:37 PM
I read those, and I'm pretty sure I followed them.
Do all the additional WIP shots have to be 800x600 too? Other then that, I have 2 renders (800x600) + Wireframes.
SnaFuBAR
December 18th, 2008, 10:39 PM
I think that your mesh, unsmoothed, could possibly be dimpled or crinkled. So yeah, take off all the smoothing groups for one mesh and also remove the lighting so we can see the actual quality of your mesh.
Rendering the "clay" style renders very much disguises modeling and smoothing errors.
Bad Waffle
December 18th, 2008, 10:41 PM
Oi, didn't see your wireframe. Next time just [IMG] it all.
All shots posted must be below the shot tag threshold, which is 800 wide i believe. You can post anything, but if its over 800, shot it.
Also, in your case its not sufficient to post just one frame. From what i can tell, most of your detail is in the interior, and we don't even know what that looks like.
Lord Ned
December 18th, 2008, 10:48 PM
Didn't want to IMG it all as it clutters up the OP/leaves lots of scrolling.
Anyways, is it fine to smaller then 800x600 images, like I did with the textured part?
As Requested: Unsmoothed Render. (Slightly outdated mesh,was the mesh used for wireframe)
[IMG]http://i11.photobucket.com/albums/a156/Lordned/Unsmoothed_Render.jpg
And Interior:
http://i11.photobucket.com/albums/a156/Lordned/Unsmoothed_Interior.jpg
Not terribly happy with it. Obviously need to remove the symmetry and add a proper dashboard.
Chainsy
December 18th, 2008, 10:51 PM
I lol'd when I saw the cup holders in the military hog.
Lord Ned
December 18th, 2008, 10:54 PM
So did I. It's based off of the orginal texture sheet having two depth-looking spots there, and I'm like "Hmmn. I wonder what this is. Upon futher inspection/creative liscence, I concluded they were cupholders.
Geo
December 18th, 2008, 10:56 PM
The model is a bit too bright to tell what it looks like to the full extent. But I would say the model itself is good. Although I think that things such as the gas pedal, and the extrusions on the arm rest are not necessary, unless you plan on making the hog in a fp view. (which would be pretty cool if you ask me)
Chainsy
December 18th, 2008, 10:56 PM
No, that was when the obese marine wanted a ride but there were no more seats so he had to sit in the middle.
Lord Ned
December 18th, 2008, 10:58 PM
That's part of the reason there is detail in there. I'm not sure if I'm going to go with a first person, or a third person.
It really depends what Engine this goes into. If it goes into Source, then first person all the way. Dunno what other engine I could put it into though.
Side Question: Can avatars not be PNG?
Heathen
December 18th, 2008, 11:04 PM
The model is a bit too bright to tell what it looks like to the full extent. But I would say the model itself is good. Although I think that things such as the gas pedal, and the extrusions on the arm rest are not necessary, unless you plan on making the hog in a fp view. (which would be pretty cool if you ask me)
Yus
NuggetWarmer
December 18th, 2008, 11:40 PM
Hah, dude, it's me! I didn't know you'd ever find Modacity. :p
I haven't progressed much on the texture since I've been busy with a lot of stuff lately, but for those who haven't seen what I had:
http://i164.photobucket.com/albums/u27/foxymccloud/Turretpreview-2.jpg
Yes, I obviously need to fix the part you stand on. :V
Lord Ned
December 18th, 2008, 11:43 PM
Green color is off, but looks better then my attempt.
Bad Waffle
December 18th, 2008, 11:44 PM
Don't worry about cluttering up, the sole reason we have the studio is to give artists topics to post everything and anything with a bit more freedom. so yea, go nuts mate.
Your renders are a bit cloudy, lucky for you, both me and peng made two separate tutorials with the same name, covering rendering!
http://www.modacity.net/forums/showthread.php?t=6173
http://www.modacity.net/forums/showthread.php?t=9328
you see to have a problem with detailing. You focus on little tiny objects, but skip out about defining the bigger shapes--like the seats, the area under the dash, the front of the hog (cable winch, headlights, etc), the whole rollcage and the T-bar, the whole underside. You REALLY gotta get those down, it will look a lot better than a few little knobs or extrusions or cupholders.
EDIT:Nugget, i think the diamond plating would look nicer with a smaller tile.
SnaFuBAR
December 18th, 2008, 11:49 PM
Non-uniform and excessively high poly areas need to be remodeled. You have pretty much pointless details.
http://img267.imageshack.us/img267/2/crit1hv1.jpg
http://img267.imageshack.us/img267/1189/crit2nx9.jpg
Lord Ned
December 18th, 2008, 11:51 PM
Why would I omit 90% of the detail if I use it in a FP environment?
What do you mean by non-uniform, just un-even distribution of polygons?
Limited
December 18th, 2008, 11:53 PM
Um, wheres the gear stick and clutch pedal? (Considering you modeled most of inside I thought I'd ask)
SnaFuBAR
December 18th, 2008, 11:56 PM
well for a fp model, your interior is good, but you don't need anything behind the seat, and for a 3p model (as if you're approaching the car) 90% of your interior is completely unneeded. So figure out what it is, FP or 3P and fix it.
And by non-uniform i mean that your surfaces are all buckled like crumpled/creased paper, and you need to really fix your polygon flow because it's totally wrong.
Lord Ned
December 19th, 2008, 12:25 AM
Fixed the wheels having the wrong detail on them.
Dropped the high-poly winch, went with simple cylinder + bump/normal map.
Removed some over-detailed areas on the hood.
Fixed mirroring on the headlights.
//Todo:
Redo interior. Pay more detail/attention to the driver seat area/realism for driver and passenger side. (Removing the silly details)
Redo exterier. Edgeflow is all wrong.
Can anyone help/provide input on the edgeflow of the sides?
http://hailaeros.com/ZScreen_Uploads/SS-20081218212621.png
il Duce Primo
December 19th, 2008, 03:20 PM
I guess it's a good thing you came. ;)
Like others said, it would be best to work on your poly distribution. Could recycle useless polys here and there and use them for more important things like the windsheild.
Lord Ned
December 19th, 2008, 07:15 PM
How is the windshield more important? If it's rendered in game, as glass, then the edges shouldn't really be noticeable.
il Duce Primo
December 19th, 2008, 07:46 PM
I'm not sure what game you are using this for, but I would imagine that if you look at it from a side view the glass wouldn't be too round.
SnaFuBAR
December 20th, 2008, 09:24 PM
How is the windshield more important? If it's rendered in game, as glass, then the edges shouldn't really be noticeable.
Well the thing is that you've got too few polies there to make the correct shape, so when it's in game and reflecting light, environment, etc, it's going to look very wrong. Don't you see how messed up your windshield mesh is when it's not smoothed?
TeeKup
December 20th, 2008, 11:37 PM
Not bad. I believe everyone has already stated what needs to be done. Listen to Snaf, Peng, and Wave of Lag and they should be able to help you, they've been doing this for quite sometime, especially Snafubar and Tweek.
You're one of the few new members who haven't exploded in our faces for giving proper criticism, that gives you a plus here already. Remember we're a community of artists so we try and work off each other, to do this we all need to pay attention and listen to each other clearly.
Do this and you will do just fine here.
I'm TeeKup, I used to model myself but no longer due to unfortunate hardware problems. Welcome to the Modacity Forums.
Hotrod
December 21st, 2008, 12:31 AM
I agree with everything that TeeKup says. I love that civilian Warthog, since I have always had a thing for civilian versions of Halo vehicles. Keep up the nice work, and welcome to the forums.
Lord Ned
December 22nd, 2008, 10:32 PM
Haven't gotten much done. Starting to think the edgeflow of the outside is mostly okay, but the interior still needs to be re-done.
SnaFuBAR
December 24th, 2008, 05:24 AM
Your mesh on the body is ok, except for where i circled in that render. Just remember to redo your windshield. Good luck with it, I hope to see it turn out to the best of your abilities.
Lord Ned
December 25th, 2008, 06:46 PM
This is a bit on hold, working on GameArtistan's Sackboy's competition.
Might snag some time/take a break from the Sackboy(Girl in my case) to work on this.
Edit:
Anyone own a truck/jeep? Could you give some input about what should be on the dash board/feeting area? (Pictures would be nice)
Thanks.
Kalub
December 25th, 2008, 11:17 PM
Which style of jeep? The older ones were extremely simplistic, not much more than a gauge and a bit of wood/metal to mount it to. Vice versa for the newer ones. I would actually turn my inspiration from a H1 Military Hummer.
Apoc4lypse
December 25th, 2008, 11:32 PM
To further help you get an idea of how to fix your edge flow, when using editmesh or edit poly mess around with the "Triangulation" tool, on your windshield the triangulation is way off. (when its smoothed you don't see it but when its unsmoothed its clear that your triangulation is off) Triangulation meaning which direction your triangles are pointing, I guess you could call it within the poly's... idk how else to explain that xD. Listen to Snaf on that, but the trignulation tool can help you fix your edge flow.
SnaFuBAR
December 25th, 2008, 11:54 PM
yeah but making triangles just fucks your smoothing.
Mass
December 26th, 2008, 01:12 AM
You should just move your verts around with smoothing off to fix edge flow. Drag them up and down or left and right until you can tell the surface is more coherent, but make sure you do it on both sides. It's a simple matter of dickering.
Lord Ned
December 26th, 2008, 01:15 AM
There converted to triangles when they go in game anyways...
SnaFuBAR
December 26th, 2008, 01:29 AM
so let the game triangulate it. model in quads so you can see your surfaces correctly. this also allows you to make high res models for normal mapping, but it's more than just modeling in quads. quads sets your mesh up for it, though.
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