ElectroSheep Posted January 13, 2013 Report Posted January 13, 2013 I think it's not wheels but tires. They are too thin. Quote
Rick_D Posted January 14, 2013 Report Posted January 14, 2013 (edited) Nice, reminds me of the wrecked Iveco truck in Metro 2033... Edited January 14, 2013 by Rick_D Quote
FMPONE Posted January 14, 2013 Report Posted January 14, 2013 (edited) Currently working on a smaller damaged Truck for a Udk project. The broken glass (for the window and spotlights as well) is still missing and will be added on the next step. I really like the white with subtle dirt/rust texturing. Good job Edited January 14, 2013 by FMPONE Quote
Beck Posted January 14, 2013 Report Posted January 14, 2013 I think that the wheel looks a bit strange.. maybe the excessive extrusion of the center ? Hm, I used this reference for the wheel, so it does really exist. But several people said it looks stange- I'm going to change it on the next step so the extrusion isn't so obvious/extreme. Thanks for the feedback. To me the tyres look a bit thin. They kind of look like slimline tyres which you would not want to use on a truck of that size. Quote
ng.aniki Posted January 14, 2013 Report Posted January 14, 2013 Also if you look at your reference, but also at most truck pictures on google image, front tires and back tires are usually different, one of them going further on the outside like yours. I don't know exactly why, but it's really often like that. After of course, it is not necessary to do that for your model.(Maybe you could keep the same texture and try just changing geometry) Quote
Kedhrin Posted January 14, 2013 Report Posted January 14, 2013 Nice, reminds me of the wrecked Iveco truck in Metro 2033... Didn't knew that Metro used a Iveco truck, quite interesting (evenso I can't view the image you posted- edit: images works now, strange...), my main reference was a Iveco truck as well. But good to see that It's recognizable^^ I think that the wheel looks a bit strange.. maybe the excessive extrusion of the center ? Hm, I used this reference for the wheel, so it does really exist. But several people said it looks stange- I'm going to change it on the next step so the extrusion isn't so obvious/extreme. Thanks for the feedback. i think the issue is the thickness of the tire around the rim as beck pointed out... in your reference picture, the rims are not as large as you have them on your mesh. I'd make them about 10-15% smaller. Quote
KoKo5oVaR Posted January 15, 2013 Report Posted January 15, 2013 don"t argue it's a truck; very nice truck but the tires are weird. Quote
Fuzyhead Posted January 15, 2013 Report Posted January 15, 2013 (edited) Also if you look at your reference, but also at most truck pictures on google image, front tires and back tires are usually different, one of them going further on the outside like yours. I don't know exactly why, but it's really often like that. Indeed, I thought I could save same time and uvspace, but now I'm going to rework the back and front tires tires as well. Thanks for all the feedback again, this help me to finish this model. Edited January 15, 2013 by Fuzyhead Quote
Fuzyhead Posted January 17, 2013 Report Posted January 17, 2013 Finally found some time to rework the truck (at 3:00am -.-). Fixed the wheel's rim, changed the back wheel and added glass. Also made a new seat, the old one looked a little blocky/low res. Hope it's better now? ⌐■_■, Squad and FMPONE 3 Quote
⌐■_■ Posted January 17, 2013 Report Posted January 17, 2013 (edited) HUGE improvement looking gooood maybe adjusting the lines in the canvas would make it look even better? it's looking unnaturally ''wavey'' imho... Edited January 17, 2013 by killertomato Quote
Beck Posted January 25, 2013 Report Posted January 25, 2013 (edited) Hi guys, Looking for a bit of advice/feedback on a model I'm working on currently as I'm looking to brush up on my 3D skills at the moment. So I've decided to build a random building, Carnegie Hall in New York, in modular pieces so I can recreate it and also create other buildings from the same pieces. I've took an image of the building and cut it up into colour coded "pieces" to show the different sections I will make, I found this pretty helpful. I'll post the image if you guys would like to see it. Anyway, I've started off by creating a door with an arch around it seen below: (for comparison*) It's currently split into three pieces: Now I have a few questions! Which method would be the best to attach these pieces together into a single model? Currently there aren't any gaps viewable from the front of the model so would it be sufficient to just attach them together without welding any verticies? Or is it best to weld them all? (I'd have to cut the mesh up in a few places to add a few more verts to weld to.) Another question, is it better to model details seen below using extrusions or is it cheaper to just use primitives for stuff like this and have them intersecting the door? Also, do you guys have any critiques on the model? Anything I should add or remove? Is it too detailed anywhere? The current poly count for the model is 743. Thanks for any replies guys! *Hobo won't be included Edited January 25, 2013 by Beck D3ads 1 Quote
kanine01 Posted January 27, 2013 Report Posted January 27, 2013 I've been considering buying TurboSmooth Pro. Would you guys recommend it? Quote
Dejavo Posted January 27, 2013 Report Posted January 27, 2013 Beck: I think you should be able to have modular pieces and combine them with snap in-engine without merging vertices. I remember seing this in a tutorial at least. I just finished building my first modular piece for a school assignment and I had to merge the vertices in 3dsmax for UDK lightning to be consistent over modular edges though. I probably messed something up. Quote
Kinky Posted January 27, 2013 Report Posted January 27, 2013 UDK lightning Sounds dangerous. ⌐■_■ 1 Quote
Rick_D Posted January 27, 2013 Report Posted January 27, 2013 Which method would be the best to attach these pieces together into a single model? Currently there aren't any gaps viewable from the front of the model so would it be sufficient to just attach them together without welding any verticies? Or is it best to weld them all? (I'd have to cut the mesh up in a few places to add a few more verts to weld to.) If there is a hard edge in the smoothing group, or a split in the UVs then it doesn't matter if you weld them or not, they will get split in the engine anyway. Keep it separate, it's fine. Another question, is it better to model details seen below using extrusions or is it cheaper to just use primitives for stuff like this and have them intersecting the door? you are adding so few tris that it's inconsequential. Real world scenario: 1) you make it from as few polies as possible, floating geometry etc. You have to spread out your UVs, and you have a biug empty space on the door where your floating geometry would be in the 3d world. now when you LOD the model you have to make sure your texture underneath supports that. 2) you model everything as one piece, you texture it all as one piece - and when you LOD the model you just remove the edges and everything lines up and looks good. minimum amount of work, maximum texture usage. Option 2 every time unless you are so tight for polies that those extra 20 take you below 30fps. But then I'd say you have bigger problems than a door. Also, do you guys have any critiques on the model? Anything I should add or remove? Is it too detailed anywhere? The current poly count for the model is 743. Looks good! Quote
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