Model pimpage Thread

Modelling, Textures, Animating and other general engine asset topics.

Re: Model pimpage Thread

Postby Smurftyours on Sat Jul 07, 2012 12:30 am

Its cry3 Delta.
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Re: Model pimpage Thread

Postby source-maps on Sat Jul 07, 2012 12:49 am

Smurftyours wrote:Its cry3 Delta.



Dr. Delta wrote:Is that in UDK? ;PPPP



Dr. Delta wrote:Is that in UDK? ;PPPP



Dr. Delta wrote:;PPPP
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Re: Model pimpage Thread

Postby Smurftyours on Sat Jul 07, 2012 1:56 am

Whats a sarcasm?
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Re: Model pimpage Thread

Postby PaulH on Sat Jul 07, 2012 9:04 am

MáØ wrote:You know, it's sexy as hell, but I see a tons of things wrong with it. I've watched the damn movies a billion times over so I should know! The extra lights on the front are a little too big, the text on the tire is too close to the wheel, the tread is slightly off I think, the design of the car in general is too sleek (this was the early 90s remember...) in the front maybe as well. The Jurassic Park logo should be a touch larger as well iirc.


You're absolutely right :smt023 I started off this project with it in mind that I would create a 100% likeness of the car, but the lack of blueprints (I had one for the base model explorer, not this one) and reference (stills from the film aren't great for details) meant that along the way some things changed. Some of it was guesswork too and some of it I used artistic license for (the treads on the tires are based off some Goodyear All -Terrain T/A tires, not the ones from the film). The lights on the front I guessed at the size of, I don't they're too far off, it could be the angle/perspective of the shot. Also the car used to be boxier in the earlier versions but I rounded it off a little and made it "sleeker" as a result of feedback from the Polycount boards, I guess a boxy 90's looking model doesn't look too great in renders :)

In the end the whole aim of it was to attempt to model something this complicated and texture it (things I've not really done properly before) and learn a load of other things along the way. The car came secondary to that, I feel ok with having put my spin on it at the end of the day. As I said though I am still tweaking it a bit, I'll post more shots/angles when done
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Re: Model pimpage Thread

Postby Jangalomph on Sat Jul 07, 2012 2:48 pm

Doesn't have to be like the films, I thought it was fantastic the way it is.
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Has anyone really been far even as decided to use even go want to do look more like?
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Re: Model pimpage Thread

Postby Mr. Happy on Sun Jul 08, 2012 11:53 am

Blocked out a few color schemes for this sticky launcher replacement:

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Will finish texturing this today...with your help! I thrive off criticism, please give it to me.

I am not sure if I should detail all of these schemes and submit as styles or not.....probably not the third one.
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Re: Model pimpage Thread

Postby TicTac on Sun Jul 08, 2012 6:31 pm

I think the classic skin is working the best, but it could use a slightly darker grey for the metal to give it a little more contrast.
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Re: Model pimpage Thread

Postby Epifire on Mon Jul 09, 2012 2:27 am

Honestly I like all of them for various reasons and their diversity, but I would probably side with TicTac if you are trying to pick one that blends more with the demo man.
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Re: Model pimpage Thread

Postby skoften on Mon Jul 09, 2012 6:04 am

Wow, probaly my first post in this thread. Trying to make some terrain for CryEngine in Mudbox/World-Machine! Don't mind the textures yet.

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Re: Model pimpage Thread

Postby Armageddon on Mon Jul 09, 2012 8:24 am

I rather like the texture and style, looks like a beach. Reminds me of those PS2 RPGs with the bleached out colours.
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Re: Model pimpage Thread

Postby skoften on Mon Jul 09, 2012 8:45 am

Thanks arma.

Also, looks like a rabbit made a hole in my terrain. No idea how it got there.

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Re: Model pimpage Thread

Postby kraid on Mon Jul 09, 2012 10:50 am

I thought Cryengine has a good landscape creating tool built in, why aren't you using this instead of modelling terrain?
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Re: Model pimpage Thread

Postby Habboi on Mon Jul 09, 2012 11:26 am

A while back I saw a post on polycount regarding terrain for Cryengine. http://www.polycount.com/forum/showthread.php?t=88933

Perhaps that's why he's not using the built in tools.
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Re: Model pimpage Thread

Postby skoften on Mon Jul 09, 2012 11:37 am

Yep, was following that exact tutorial. The workflow is far superior than using the sandbox tools.

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Final result. I can't make it look nicer than this with my limited CryEngine knowledge. It is however a good base to learn things on. Amazing to think you can make this in a day.
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Re: Model pimpage Thread

Postby no00dylan on Tue Jul 10, 2012 12:23 pm

Okay. So. I've learned how to bake high poly detail onto my low poly model, but the problem is that when I make my cage big enough to catch all the detail of the high poly, the texture it renders out is all noisy/pixelly/wavy. Downright wrong in some places.
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