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Toyota Land Cruiser FJ45

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Message 1 of 6
benixel
484 Views, 5 Replies

Toyota Land Cruiser FJ45

Hi people
we started a new game project, and i wanna show u some working progress .-hope enjoy-
started with Toyota Land Cruiser FJ45, this vehicle was very useful at the iran - iraq war,(actually it's our subject in that game).
so i begin the model....
------------------------
MODELING
here's some reference i collected.
http://4.bp.blogspot.com/-Am2usj5aThU/T1fMk3Zk3yI/AAAAAAAAAT4/veq0wh30fCI/s400/1_ref.jpg

i prefer expanding my object to 8 element.
http://1.bp.blogspot.com/-sGtrPCp5rwI/T1fZKer4p3I/AAAAAAAAAUg/-bDcaOyb9tE/s640/3_modeling_c.jpg

ok, the model is done with 20,618 polys,
http://2.bp.blogspot.com/-5-GtObvZwpE/T1fOaq-67ZI/AAAAAAAAAUQ/Ze1n2PrMfqQ/s640/4_modeling_f.jpg
------------------------
UV's
i'll show you all my uv's at 2 scene.
http://1.bp.blogspot.com/-Jms3KlGxGhA/T16xfTSQZLI/AAAAAAAAAVc/CQQD9mmh6h0/s1600/5_uv1.jpg
http://3.bp.blogspot.com/-s-v5kZXTUpU/T16xgx023-I/AAAAAAAAAVo/J9hKo_9FmqA/s1600/6_uv2.jpg
------------------------
TEXTURE's
info: Diffuse,Specular,NormalMap 2048x2048 tiff format
http://3.bp.blogspot.com/-vLo4uXLiaDo/T16xeih17WI/AAAAAAAAAVY/rKi84uOGRMk/s1600/7_texture1.jpg
http://2.bp.blogspot.com/-H7ikKVmoF18/T16xhROniMI/AAAAAAAAAV0/JI8gLYgaaoo/s1600/8_texture2.jpg
http://4.bp.blogspot.com/-4TJXaFslEMY/T16xhsBbGqI/AAAAAAAAAVs/sRT13_NNnH0/s1600/9_texture3.jpg
http://4.bp.blogspot.com/-JBNGo3lPUFI/T16xX1qN7uI/AAAAAAAAAUs/YEfB0goIWEI/s1600/12_texture6.jpg
http://3.bp.blogspot.com/-7PkWgM3R2RY/T16xXs5mIyI/AAAAAAAAAUw/TAFDEnQET1U/s1600/10_texture4.jpg
http://2.bp.blogspot.com/-aMvSy1PN2dU/T16xZtGZ0sI/AAAAAAAAAU8/dWT3Y7s1hq0/s1600/13_texture7.jpg
http://1.bp.blogspot.com/-rypXbw7lNUA/T16xXxKWeeI/AAAAAAAAAUo/GSXeiGT4NzI/s1600/11_texture5.jpg
http://3.bp.blogspot.com/-VPHRXih2mf4/T16xaZ_atqI/AAAAAAAAAVI/z-nlmFPUNlo/s1600/15_texture9.jpg
------------------------
OUTPUT
actually i prefer to use 'marmoset toolbag', but i haven't for now. indeed it can't support multi objects....!
anyway it's nitrous 3dsmax view ports.....
https://lh3.googleusercontent.com/-bdceMpH0Om8/T1_eT4nAMpI/AAAAAAAAAWA/565bYCZUsh4/s800/16_render1.j...

camera cycle:
http://www.youtube.com/watch?v=9KY_...eature=youtu.be
tnx for comment
_________________________________________________
Benyamin Reazian
My society
http://benixel.blogspot.com/
5 REPLIES 5
Message 2 of 6
benixel
in reply to: benixel

here's some i forgot about the interior.
https://lh3.googleusercontent.com/-NGSFNtZ3K20/T2Ja6V335PI/AAAAAAAAAWI/_wAl4F80gPI/s720/17_interior....
_________________________________________________
Benyamin Reazian
My society
http://benixel.blogspot.com/
Message 3 of 6
Steve_Curley
in reply to: benixel

Please do not embed images - especially large ones. Attaching is the preferred method here.

Max 2016 (SP1/EXT1)
Win7Pro x64 (SP1). i5-3570K @ 4.4GHz, 8Gb Ram, DX11.
nVidia GTX760 (2GB) (Driver 430.86).

Message 4 of 6
Avotas
in reply to: benixel

I always like to see good modeling, and with that good UV layouts, however I do question your choice to break the model down into -24- 2048x2048 maps. That's a lot of data, especially for a video game. Do you plan on reducing the texture size for production? Also on that critical note, I would also like to see better use of your texture mapping. You have taken the time to layout everything but didn't add anything truly unique such as decals, unique rust spots, bullet holes, names, mud, damage, or improvised armor. Soldiers do tend to personalize things and your UV layout gives excellent opportunity to come up with some creative designs.

I look forward to seeing more from you in the future. ^^

-Avotas
Message 5 of 6
benixel
in reply to: Avotas

thanks avotas, for your comments, about the unique detail i Should to say, maybe i added At other times, anyway it's our main vehicle at last it's my first experience at gaming, and hope to learn it....
_________________________________________________
Benyamin Reazian
My society
http://benixel.blogspot.com/
Message 6 of 6
Avotas
in reply to: benixel

NP. Welcome to the Game Development Community. You may want to pickup a book on Game Environments and Props, or a book written for Environmental Artists. I don't have any recommendations, I use a Maya workflow here, but a good book will go over concepts like MipMapping, Tileable Textures, Muilt-UV Channels, Level of Detail, Collision Meshes, and Modular Construction. These concepts will greatly enhance the quality of the game, by reducing rendering costs, enhancing frame rates, while allowing you to unlock your maximum artistic quality.

Best of Luck!

Avotas

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