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ghostdogg
02-07-2006, 07:09 PM
<P>hey guys,</P>
<P>herez another game model done for EA's Battlefield Modern Combat.</P>
<P>15000 tris.</P>
<P>colour map, normal map, reflection map, specular map and ambient occlusion, all 1024*1024 textures</P>
<P>hope you guys like it.</P>
<P><a href="http://imageshack.us" target="_blank"><img src="http://img106.imageshack.us/img106/5379/mowag16cm.jpg" border="0"></a></P>
<P><a href="http://imageshack.us" target="_blank"><img src="http://img206.imageshack.us/img206/3861/mowag25ni.jpg" border="0"></a></P>
<P><a href="http://imageshack.us" target="_blank"><img src="http://img106.imageshack.us/img106/2858/mowag36tp.jpg" border="0"></a></P>
<P><a href="http://imageshack.us" target="_blank"><img src="http://img106.imageshack.us/img106/7364/mowag45bs.jpg" border="0"></a></P>
<P><a href="http://imageshack.us" target="_blank"><img src="http://img206.imageshack.us/img206/979/mowag56to.jpg" border="0"></a></P>
<P>feedback much appreciated</P>
<P>&nbsp;</P>

ghostdogg
02-07-2006, 07:32 PM
<P>colour map</P>
<P>all maps are actually 2048*1024 and not 1024*1024</P>
<P><A href="http://imageshack.us" target="_blank"></A></P>
<P><A href="http://imageshack.us" target="_blank"><IMG src="http://img137.imageshack.us/img137/19/eumowagdesc8md.jpg" border="0"></A></P>
<P><A href="http://imageshack.us" target="_blank"></A></P>
<P>&nbsp;</P><FONT><A href="http://imageshack.us" target="_blank"></A></FONT>
<P><A href="http://imageshack.us" target="_blank"></A></P><edited><editID>ghostdogg</editID><editDate>38932.2452662037</editDate></edited>

parimal
02-07-2006, 07:42 PM
Hey ghostdogg.....keep on posting stuff like this. 3D artist in india always ignore games......so plzz keep posting. And really amazing work.....good luck.&nbsp;

war_camp
05-07-2006, 10:23 AM
<P>dude its a nice model but dont u think u used a very huge mape size 2048*1024. I think 1k texture size is enough for that.</P>
<P>well nice work keep on posting<IMG src="smileys/smiley2.gif" border="0"></P>

anjali
05-07-2006, 01:55 PM
hey good work,<br>
<br>
but i think the tyres are looking flat, even the bump map on some of
the metal map, is not showing properly................otherwise very
good work...................<img src="smileys/smiley32.gif" border="0"><br>
<br>
can u post the wires........................<br>

ghostdogg
05-07-2006, 03:27 PM
<P>Hey guys.</P>
<P>cheers for the reply.</P>
<P>the texture size isnt really my choice......this is a game model so we had to work to&nbsp;EA's sepcs. Although i think they might have dropped the resolution in the engine.</P>
<P>I agree with the normal map not showing thru properly.....thts mainly cause this is a maya render, it works a bit better in the engine. </P>
<P>Im not sure if I have the wires for this model but Ill try and dig em out.</P>
<P>Hey, any of you guys work in the games industry in India? Im in need of some good game artists. If you know any could you lemme know?</P>
<P>cheers</P>
<P>&nbsp;</P>

$hantan
07-07-2006, 01:34 PM
kickarsewk dude. is the figure right? 15000 tris?? <br>
<br>
hey, am an animator working in game industry in india...on my current
assignment i've to animate a female characters hair -long, flowy hair!
&amp; i have'nt a clue as to how to go about it...can anyone point me
in the right direction.<br>
<br>
the hair is alpha-mapped polygonal strips. <br>
<br>
max or maya<br>
??<br>

ghostdogg
07-07-2006, 03:26 PM
<P>Well there are a couple of options you have here.</P>
<P>easiest would be to bone the poly strips and animate them by hand.</P>
<P>Or else, depending on the game engine you using you could do it thru shaders, but i think you will need code support for that.</P>
<P>cheers</P>
<P>&nbsp;</P>

hitechinfosoft
16-07-2006, 05:18 PM
Hey can you post d wires?

ghostdogg
03-08-2006, 04:20 PM
<P>hey guys!</P>
<P>here are the wires.</P>
<P>sorry it took a while commin</P>
<P><img src="http://img225.imageshack.us/img225/5462/wire1zd6.jpg" border="0"></P>
<P><img src="http://img225.imageshack.us/img225/5421/wire2qd5.jpg" border="0"></P>

Jack Nicholson
03-08-2006, 06:03 PM
<P>Ghostdogg</P>
<P>I don't think the render does justice to the NM and Specular Map. It looks very flat as pointed out. Better to do a hardware grab.</P>
<P>Second, the edges are allsharp on the vehicle, could have battered the geom a&nbsp; bit too.</P>
<P>Third, the discoloration patterns on the cream parts of the body are too large and soft. Is it camouflage, or rust, or dents ? Seems randomly laid out rather than logical.</P>
<P>Of course once you can use layered CG&nbsp;shaders it will be even better. Can build up layers procedurally.</P>
<P>Also I am curious, could you have packed the UVs more with overlaps and symmetry to get more usage from the map. For example the basic swatch of the armored body and the basic swatch of the metals - or where there restrictions in material IDs;</P>
<P>There's a good deal of game art in progress at Maya Entertainment for Sony, Disney etc. - current as well as next-gen.</P>
<P>&nbsp;</P>

ghostdogg
03-08-2006, 06:20 PM
<P>hi Jack.</P>
<P>Thanks for your comments.</P>
<P>I agree with your comments, dont think all the maps show well in the renders either, but work ingame.</P>
<P>Regarding Uv layout, couldnt have overlapping uvs for opposite sides of the vehicle as the normals would be flipped and the normal map would get screwd.</P>
<P>Also, was allowed to use only one texture for the entire object.</P>
<P>Had a look at your companies website, looks cool. How long have you guys been going and wht size is the company at present?</P>
<P>cheers!</P>

Jack Nicholson
04-08-2006, 11:20 AM
<P>Makes sense</P>
<P>Ideally the engine should support different UV coordinates for textures and NM :)</P>
<P>Maya is one of the oldest companies in India - 10 yrs plus, and with 150+ artists, one of the big 5 or 6 studios as well</P>
<P>&nbsp;</P>

brajesh
21-08-2006, 06:45 PM
<P>Can u show the high poly wired mess used for normal mapping .</P>
<P>&nbsp;</P>
<P>Actually i wana know how to make the highpoly mess? When i have finished with low poly .</P>

Smooth_Criminal
14-11-2006, 01:43 PM
nice work man... for a 15000 poly limit I wondered why EA didnt decided to use a Normal MAp.. coz it could hav really showed off the model. areas like tires, hood etc<br><br>I love the model... really good.<br>

ghostdogg
16-11-2006, 09:15 PM
<P>cheers.</P>
<P>there is&nbsp;a normal map but it doesnt show up properly in maya cause the shaders aint setup properly.......it works fine i game.</P>
<P>normal maps were done by hand not using a high poly mesh but jst the PS plugin</P>

hibafx
22-06-2007, 12:25 PM
Hey ghostdog liked yr work..just wondering if u can send yr updated resume at hiba@fxlabs.net and if u know any 1 a txturing artist with an experience of 3 years and more pls kindly ask them to pass on their updated resume at my official id asap.

hiba@fxlabs.net

ghostdogg
21-08-2007, 02:34 PM
hey man, sorry i never checkd this forum for a long time and sumhow have stopped getting mails about posts here.
anways ill email u now.

animax2005
16-12-2007, 12:20 PM
nice work dude...texturing is really nice...

Funimator
20-12-2007, 07:42 PM
keep up da good work dude !!!

don_rulez
20-07-2008, 04:22 PM
nice model man .