scout vehicle, 3d model.

Camarogeddon

First time out of the vault



The vehicle is thought to be a scout vehicle, therefore the limited size, and such.
The the model is more or less finished (my computer is starting to struggle while working on the thing), but i would still appreciate comments and critique, for reference in general. Pointing out generaly huge errors is also appreciated, so i do not have to make the same mistakes twice.

-Camarogeddon
 
Looks pretty good yet, but the gatling cannon on the right side seems a little bit wrong colored for a gatling cannon. :wink:
 
Eh, the cannon would be fine if the blue was a little darker and matalic, because then it would look like it was color case hardened steel, or just look like the colors had been altered from constant use and heat.

An example of what color case hardening looks like, on some parts of an old rifle:
http://www.trapdoorcollector.com/pics_html/Red-Repro.jpg

Aside from that, I think the thing rocks. It looks a little like something I designed for my movie, that we were going to make out of a junker Oldsmobiel (I have a friend who can weld). Nice work.
 
InTheOnlineAsbestosSuit: that was the look i was originally going for with the texture, but the end result ended up.. well, not as intended. i am not at all happy with the final look og the gatling cannon..

i am waitong for input for rendering a new version, but at the moment a render takes something in the order of 50 hours, and somehow i cannot access my render box remotely right now, so it is kinda on hold, until i return from christmas.

but thanks for the comment, and texture reference. will probably have a use for that in the next render.

as for people making .. well, odd stuff from old vehicles (which i love), check this one out.: http://66.34.10.12/aaamembersnew/zac/external2.htm[/url]
 
I think the light is a bit too strong.

Also the contrasts on the textures are pretty bad.

Not to mention the rather weird texture on the pipes in the background.

And the sand looks like semolina pudding.

Actually the part I like best is the fence, mostly the barbed wire and the steel rods.

I think if you banged the fence up a bit, it'd already look more realistic.

Generally the trick is to add imperfections -- that tends to add realism (anyone remember the Asian chick in that 3D Animatrix short? She was the only character that looked completely fake. Why? Because the modellers were a bunch of horny nerds and wanted to make her body perfectly aesthetic).

In this case I'd say you should definitely tweak the textures and the lighting a bit. That could improve it A LOT.

If your renderer has that kind of capability (or you got mad photoshop skills) you might want to experiment with a little fog, especially on the background (a bit heterogenous would be better than the ordinary homogenous pea soup, again) -- that might help with the desert feel. Just try to make it a bit more gloomy (look at the buildings in the matte painting posted here a few days ago to get the idea).
Don't overdo it, tho -- otherwise it might end up looking like something that belongs near Loch Ness or into a Shelock Holmes flick ;)

Also don't take this as a devasting critique -- I'm a perfectionist and tend to be pretty nitpicky about that kind of things.
 
As Ash said, try adding up fog effects in Photoshop.

A 17% opacity brush (sand color) and "Blur" should do the trick.
 
Softer light (if needed a simple solution go for skylight in max), softer shadows. "Raytraced" sharp shadows eat out realism.

Textures...textures...Make them perfect, or don't make them at all. If you really want to speed things up in the texture area. Take a digital camera and go out and shoot textures. Easy and usually beats hand-made textures 10-0 (unless the hand-made ones are based on photos).

Model seems ok. Details can be added my texture so no need to worry about that.

If your computer is lagging and giving you hard time working on the project. Skip the backgrounds. Depending on what you want of course. Do you want to create a scene or a model (the background is quite nice in this one).

If your computer is having trouble with this scene...buy a new one or seriously change your way of working. This model is far from being heavy on the computer unless there are zillions of useless polygons.

Easiest way of achieving realism is to use photographed textures. Best solutions are the easy ones.

My own formula for good result is (on 3dsmax):

Skylight. Textures. Then some piece of crap model.
________
HERBAL HEALTH SHOP
 
frissy is so very right. The first thing you can do to reduse polygon waste is to take all the cylindrical shaped objects on the model and reduse the amount of sides. The defult side amount in max is 18, the wheels look like there are way more because I can't see that the sides. And don't worry if you can see the sides, it really doesn't matter.

Crappy model + super texture >>>>>> super model + crappy texture

I like the thing however, the only thing I really can say I dislike is the bump-amount on the textures.
Other than that, the scene looks a bit too clean, more dirt.
 
whoa, here things have happened.

lets see here.

ashmo:
thank you for a rather honest review. That is what i need, everything considered. when it comes to textures, it is becoming rather apparent that i need to do some more work on that.. i should probably start again from just about scratch actually... first time texturing anything, i guess it shows a bit :)

tried darker lighting, but it ended up looking funky at best.
try this render: http://misty.tomt.net/testdir/MTS/renderv13d.jpg

as for making some dust/fog fading out the background... good idea, hadn't thought of that. will probably try to attack that one in PS.. how to create fog in max i have no clue whatsoever.

.. and if you have any clue as how i can get the sand to NOT look like pudding in max, give me a call. i grew sick of experimenting on that surface.

[Rusty Chopper]:
hmm nice image. thanks, i will save that one for reference.. it is very possible i will have to model a new gatling..
(the one on the buggy now is based on the gauss cannon from the old descent2 game)

Wolf Hagen:
take a look at the link posted to ashmo

Wooz:
thanks for the tip. i'll attack it that way.

frissy:
the current setup uses raytrace for shadows, yeah. maybe i should head into shadow map instead to get slightly more faded shadows.
would probably cut my render times quite a bit too..

as for textures, yeah, at this stage it would seem rather clear that i DO need to work on my textures. and possibly i should run about with my camera more.

the main reason the comp is lagging is that it's not exactly the most recent model, and i need to wait a bit more for an upgrade (being a student and all).. but is seems the background made a oddly high impact on the ability to work on the model, but i havent yet figured out WHAT part of it caused the insane increase in load.

Kahgan:
well, i am very aware of the combination of round shapes and bad polycounts, so i tend to restrict things quite a bit there, there is somewhere else that is the source of the problem.

hmmm.. gonna have to sit down and re-tweak things a bit more tonight then. thank you all for the input.

-Camarogeddon
 
Here some examples (very fast ones, didn't really concentrate on this school class...) of what textures can do.

These are like so so so simple textures, but even those do a huge impact on the models.
________
EDDIE IRVINE
 
frissy said:
Here some examples (very fast ones, didn't really concentrate on this school class...) of what textures can do.

These are like so so so simple textures, but even those do a huge impact on the models.

How about, like, posting them? :D
 
Wooz said:
frissy said:
Here some examples (very fast ones, didn't really concentrate on this school class...) of what textures can do.

These are like so so so simple textures, but even those do a huge impact on the models.

How about, like, posting them? :D

Use the Force, Luke!

I mean, imagine them.
 
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