View Full Version : Big Rig Truck
Evantron3000
04-07-2008, 09:28 PM
2498 tris
havn't started uving it yet, i'll save it for tomorrow i think.
i didn't get the big drums on the side, i'll try making a different version that includes them though.
i also just noticed that i forgot the headlights, so i'm going to get on that too.
thats a tight budget for all those wheels, you may be able to delete interior faces...
Evantron3000
04-08-2008, 12:02 AM
update: i got rid of some of the inside faces on the wheels, merged some other verts, deleted some other unseen faces, and managed to get the drums and two horns in. i'm now at 2500 tris exactly which is the limit.
lets see wireframe on shaded and a few other views...
Evantron3000
04-08-2008, 11:33 AM
here's a few more angles and a silhouette view
I see some places for optimization. Try making the hubcaps floating geo instead of water tight. That should save a bunch...
bevel the edges on the back...
Evantron3000
04-08-2008, 03:47 PM
i noticed in the truck picture that the rear wheels have rims that are recessed inside the wheel.
if i make all the wheels have floating hubcaps it cuts out a whole bunch of verts. it comes down to 2402. if i only do that with the first two wheels and make the rest of them recessed it comes to 2490.
having the recessed is more like the photo, but i'm not sure if it's worth the 88 verts.
I would just paint on the hub caps for the rear wheels, your geo would be better spent rounding out the wheels a bit more if you can afford it...
Evantron3000
04-08-2008, 07:45 PM
i'm trying to figure out a way to make the wheels appear more round. right now one outer wheel with a hubcap is 61 tris (this is the version that you suggested with the floating hubcap), and one interior wheel (for the rear) is 33 tris. so that's 610 tris for the outer wheels, and 264 for the interior wheels. thats 847 total. i have 927 tris to spare for wheels before i hit 2500 polys. the wheel total is reduced to 594 if i get rid of the hubcaps entirely. as far as making them rounder goes, the wheels don't really look any more convincing if i make then 12 sided instead of 10 sided. i tried beveling a 10 sided and even an 8 sided wheel and couldn't get below 70 tris per wheel. tried taking a one of the 10 sided ones and putting an edgeloop around the outside and enlarging those verts to make it look a little more round, but that adds 20 more tris (making it 81).
so, in short, there's no way i can see to make the wheels appear rounder without seriously cutting down somewhere else in the geometry.
so how about doing a 128 x 128 alpha for the wheel? Or double it onto a 64 x 128? That will save tons of faces and look more round...
Evantron3000
04-09-2008, 12:28 AM
not allowed to use transparency = (
I thought it said no transparent windows...
doing 2 wheel variants isn't a super big deal, but yeah, thats tough
andrewG
04-09-2008, 04:17 PM
do you need to use two planes for the bevel, as in example A or could you get ride of the extra bevel as in example B.
If you used B you would save a lot of tri's
cube A has 20 tri's vrs B has only 16.
With the extra tri's you could put more details in like the head lights and the horns and maybe add details to the wheels.
Evantron3000
04-14-2008, 04:59 PM
thanks for the input andrew. i beveled with two faces on purpose, it really helps the "round edge" illusion, especially once the texture is in place and the normals are softened.
i just finished unwrapping. i'm using the higher polycount set of wheels (2416 tris) since my limit is 2500 and i feel that i have most of the details i wanted to put in. i still have the other wheels in my .ma file, so if there's something else i need to add i can swap them out after i see how it looks.
here's my uvs
lets see the checkerboard on your truck before you start painting. Those wheels can all be overlapped and scaled up a tad...
Evantron3000
04-15-2008, 11:46 AM
the wheels are overlapped. there are just seperate textures for different parts of different wheels.
the first one in the upper left is the backside of the outer wheels and both sides of the inner wheels. the next one over is the wheels with the inset hubs, and the one on the bottom right is the hubcap for the front wheels.
here's the checker.
stunriver
04-15-2008, 02:53 PM
I think u can make the uv for the cylinder beside the door smaller, since it is not the most important part, and make the front vehicle texture bigger so u can go more detail, since the cylinder is basically just metal with no detail. just a little bit smaller is not a big deal. the step to the door as well, u can make the uv it smaller. but that's just my opinion, it looks great, wish I can do vehicle too.
Oh yeah and that Pixar short video is funny hehe, I didn't realize about that hehehe
Evantron3000
04-15-2008, 04:20 PM
i made all of the little cylinders a bit more dense on purpose. those are all really shiny metal and have very sharp highlights and i wouldn't want them to get blurred out. the cab and trailer are much larger and flatter areas and don't have as sharp of highlights, so i'm not so worried about stuff getting blurred out.
stunriver
04-16-2008, 12:29 AM
Oic, but I think since it's 1024 1024, I don't think it will be blurred out. but U should do for what you think the best and most comfortable with.
Evantron3000
04-23-2008, 11:17 PM
here's the texturing thus far. i did an ambient occlusion pass. it's pretty subtle, but i think it helps alot.
and yes, i know there's some weird stuff going on ontop of the trailer. i know it's there i just havn't fixed it yet.
Evantron3000
04-23-2008, 11:35 PM
here's a wire.
(actually i'm just exploiting the gamestepper forums to host an image!) TAKE THAT DABU
Evantron3000
04-24-2008, 09:39 AM
just made the gap in the wheels a bit more apparent.
sam recomends using a stripe for the delineation between wheels...
Sam Hagelund
04-29-2008, 03:29 AM
Hi Evantron,
I see you've worked hard on this one, paying close attention to every polygon spent. Thats really impressive.
I can't say much else but "keep up the good work" :)
kind regards,
Sam
Evantron3000
04-29-2008, 06:07 PM
dabu mentioned that my tri limit is now 3500. i noticed that that isn't reflected in the assetlister and just wanted to confirm that it is before i waste a bunch of time adding stuff to it.
Sam Hagelund
04-29-2008, 10:31 PM
I'd like to use the truck in another scene where there may be some close-ups. So go ahead with 3500.
Sam
rhoymand
04-30-2008, 01:41 AM
in rainbow 6: vegas 2 they're able to get away with connecting the geo of two tires and just using texture to separate them. even up close it doesn't look bad. obvious, but not bad.
Evantron3000
05-08-2008, 01:44 PM
here's a recent pic. i'm having trouble getting the shiny metal parts to look good, any suggestions on how to go about painting something like that.
move on to getting base pass textures on the rest of it, since you are actually a little behind at this point with the textures. Ill show you some tricks in class tomorrow.
paint everything by tomorrow, even if its placeholder, so we can see the colors...
Evantron3000
05-13-2008, 01:40 PM
so, here's pretty much my finished product. please critique the shit out of it so i can make it look awsome.
you need edge hilites for the top edges on the rear bumper. Not sure about the knurled surface on the tanks on the side of the cab...
great job otherwise, lets see your flats...
get rid of the facets on the bumper, and I would lose a few of the orange lights on the front bumper, its a tad busy / redundant...