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Author Topic: WIP Abrams (Kinda) Tank  (Read 12537 times)

feanix

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WIP Abrams (Kinda) Tank
« on: June 08, 2009, 12:57:54 pm »
I've put a few hours work into this tank. I'm too tired to carry on but there isnt much left.

320 Polies
256x256 Texture


[attachment deleted by admin]
« Last Edit: June 08, 2009, 06:05:02 pm by Mattn »

Offline Mattn

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Re: WIP Abrams (Kinda) Tank
« Reply #1 on: June 08, 2009, 06:08:11 pm »
hi

nice model - as it would be (compared to an actor) a quite huge model, you can add some more details and deliver it in a higher poly version if you like. The texture can also be 1024x1024 - and normalmaps would be cool, too ;)

it would also be nice if the the model would be build out of two parts - then we could change the orientation of the tower in different maps.

please upload the source file somewhere and tell us the license you release it under. is gpl 2 or later ok?

greetings
martin

Offline misiek

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Re: WIP Abrams (Kinda) Tank
« Reply #2 on: June 08, 2009, 11:04:53 pm »
Very nice. I'm not specialists, but for me it looks very real.

feanix

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Re: WIP Abrams (Kinda) Tank
« Reply #3 on: June 09, 2009, 05:25:32 am »
nice model - as it would be (compared to an actor) a quite huge model, you can add some more details and deliver it in a higher poly version if you like. The texture can also be 1024x1024 - and normalmaps would be cool, too ;)

Oh cool! I was sticking to the guidelines for car models and stuff. I actually made the texture at 512x512, so using that isnt a problem. I can probably add a little extra geometry here and there but not much since I'd have to re-arrange map and herefore redo the whole damned texture/ But I'll see what I can do. :D

I didn't know then engine could do normal maps. Anything else, specular? Self-illum?

it would also be nice if the the model would be build out of two parts - then we could change the orientation of the tower in different maps.

Sure, np. I was thinking about doing a damaged skin. Ya know, molten holes, more scratched paint, possible blood splatter or two? What's the stance on that anyways? Would you prefer to avoid blood?

please upload the source file somewhere and tell us the license you release it under. is gpl 2 or later ok?

Np.

Offline Mattn

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Re: WIP Abrams (Kinda) Tank
« Reply #4 on: June 09, 2009, 06:39:11 am »
specular would be nice, too.

we have blood for dead aliens and humans, too - but to be honest i would like to stick at "molten holes, more scratched paint" and stuff like that. mud splatters maybe ;)

feanix

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Re: WIP Abrams (Kinda) Tank
« Reply #5 on: June 09, 2009, 07:59:27 am »
Right, I went back to my 512x512 texture and added normal and specular maps. I also added a few extra bits of geometery and did things like adding more sides to the barrel.

So now its:
950 tris.
3x 512x512 textures

I could try to put this in md2/3 (its an obj now) and convert the textures but it'll take a while. Anyone who knows what they're doing and would like to convert the files for me is more than welcome to do so. I can supply TGAs and the .max/.obj files. The max file might be more useful as it has the bottom, turret and machine gun as seperate objects so they can be exported seperately or posed or whatever.

I'm not sure how to add GPLv2/v3 to the files. Any pointers from anyone?

I'll add the damaged texture when I find some time to do so.


[attachment deleted by admin]
« Last Edit: June 09, 2009, 08:02:51 am by feanix »

Offline vedrit

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Re: WIP Abrams (Kinda) Tank
« Reply #6 on: June 09, 2009, 08:39:31 am »
use Blender. Its compatible with both obj and MD2 (Not sure about 3), and probably the MAX aswell

Offline Borsti67

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Re: WIP Abrams (Kinda) Tank
« Reply #7 on: June 09, 2009, 09:15:48 am »
very impressive!

Offline misiek

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Re: WIP Abrams (Kinda) Tank
« Reply #8 on: June 09, 2009, 05:15:40 pm »
Really sweet :) I hope you will make more models for Ufo: ai. Maybe you could play with aircrafts/ufos?

feanix

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Re: WIP Abrams (Kinda) Tank
« Reply #9 on: June 09, 2009, 08:19:23 pm »
I wouldn't mind trying but aren't there already established models for the UFOs/Aircraft?

Edit:
I also worry about my ability to make new UFOs in the spirit of the existing ones. I like modelling because I can express myself. I would personally be very tempted to do the UFOs in a totally different style (most likely something more biological looking, without being biological).

The idea is that such a design would come from evolutionary design. This is where a computer starts with a basic design and mutates it, picking the best new design by running simulations and doing this millions of times, ending up with machines that resemble bugs and deep sea fishes and things that look very weird to us but are actually extremely efficient. I've attached a concept I posted in another thread as an example.

And before I did that I'd want to do concepts and model sheets for all the UFOs in case another modeller wants to help out. It would be a big task but a fun one, I just don't think the community/core devs would be wildly enthusiatic about it. :/

Edit: Another great ship design in this kinda style, from the Fifth Element. Image attached.

[attachment deleted by admin]
« Last Edit: June 09, 2009, 08:54:30 pm by feanix »

Offline misiek

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Re: WIP Abrams (Kinda) Tank
« Reply #10 on: June 09, 2009, 08:35:02 pm »
I wouldn't mind trying but aren't there already established models for the UFOs/Aircraft?

I'm not sure, if it's good source, but on this page not everything has image:
http://ufoai.ninex.info/wiki/index.php/Vehicles/UFOs

But to be sure you should as Btaxis and Winter as they are responsible for such things.

Also (this is my personal opinion) it's always good to try to replace art with better art. It happens in Battle Of Wesnoth and it gives great results. Just compare old screenshots with new ones.

Offline Mattn

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Re: WIP Abrams (Kinda) Tank
« Reply #11 on: June 09, 2009, 08:58:32 pm »
you don't have to convert it into md2 or md3 - the engine can load and use obj just fine. please attach the model here so i can upload it to our svn.

btw. is the scale correct? you can check it by installing radiant, load a map and put the model via misc_model into a map (only trunk supports obj models) or you can import a car model and use it as a reference

Offline Mattn

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Re: WIP Abrams (Kinda) Tank
« Reply #12 on: June 09, 2009, 09:00:51 pm »
I wouldn't mind trying but aren't there already established models for the UFOs/Aircraft?

yes, there are: http://ufoai.ninex.info/gallery/crafts-and-heavy-equipment/

design decisions about models for ufos and aircraft must be approved by winter and btaxis

feanix

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Re: WIP Abrams (Kinda) Tank
« Reply #13 on: June 09, 2009, 09:11:52 pm »
you don't have to convert it into md2 or md3 - the engine can load and use obj just fine. please attach the model here so i can upload it to our svn.

Awesome.

btw. is the scale correct? you can check it by installing radiant, load a map and put the model via misc_model into a map (only trunk supports obj models) or you can import a car model and use it as a reference

Haven't checked. Will install radiant tonight and try to figure it out.

bdesign decisions about models for ufos and aircraft must be approved by winter and btaxis

I'd be interested to hear their takes on this. BTaxis has already given some interesting feedback/crits on the robot concept in another thread but I'm unsure if he even likes the style. :S

Offline Mattn

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Re: WIP Abrams (Kinda) Tank
« Reply #14 on: June 11, 2009, 07:22:08 am »
any problems with scaling your model? if you got it done, can you attach it to this thread or send to our patch tracker?