UGLY's Steamroller

UGLYdumpling

L3: Member
May 24, 2010
127
56
Steamroller

> DOWNLOAD NOW <

steamroller_poster.jpg


Thanks to Boylee for the awesome texture work!

And to each and every forum member who wasn't afraid to give me such great constructive criticism when I deserved it and moral support when I got tired of it.
 
Last edited:

lana

Currently On: ?????
aa
Sep 28, 2009
3,075
2,778
Again, the roller seems a little thin. It should be wider.
 

UGLYdumpling

L3: Member
May 24, 2010
127
56
@nerdboy : sorry man, i'm not ignoring you ... I'll widen the front roller out and post a before and after. :cool:

@Nanosquid: You feel as a whole that the model is too stylized ? Or just the front roller is too narrow?

@acumen: Yes, that's my current lowpoly turnaround. And yes, those screencaps are my latest lowpoly cage, so feel free to post drawovers using that as reference. Thanks for your time!
 

UGLYdumpling

L3: Member
May 24, 2010
127
56
quickedit: front roller made wider. In the reference I was using for inspiration - the front and rear wheels were all rollers.

steamrollerrollerwidth.jpg

and the inspirational reference:
zettelmeyerausst.jpg
 

Acumen

Annoyer
aa
Jun 11, 2009
704
628
sry, i got carried away. needed just a break from snowroofs :D
i didn't paint in all the red striped edges that you can spare, but i think you get the general idea. the overall point is that you achieve the same (not as much) smooth effect with your low poly as you get with the sub-d model, so you lose the boxy/edgy character of the model but add something to your silhouette.
the best thing you can do, is just study the tf2 vehicles in the model viewer and you'll get a feeling of how to achieve certain things.
that reference is lovely, btw :D
i just found out that the left model-mockup is plain wrong, compared to your refpic. that frontwheel holding bar is just as round as the tire itself. it's not that 90° bent angle - anyways, most parts of the paintover stay intact :D

coolsteamroller_overpaint.jpg
 

UGLYdumpling

L3: Member
May 24, 2010
127
56
@acumen : wicked dude, i can see your point. I'll also take a look at the TF2 vehicles in the modelviewer for some additional clues. Re: Frontwheel holding bar : yeah, i gotz lazy on that one and never got around to subdividing it. I'll fix that. Re: 32-sided : ok, I'll give it a shot. I figured that if the edge normals were soft for those wheels that no one would notice. I guess the silouette might break the illusion. I think maybe my sense of what a game engine can handle is a wee bit outdated, huh? :cool:

Cheers!
 

UGLYdumpling

L3: Member
May 24, 2010
127
56
lowpoly update: ok, I've trimmed a bunch of fat - but added a whole whack of bevels on the lowpoly.

The wheels are all 32-sided now.

The Frontwheel holding bar is subdivided.

I dropped a few details like the engine vents and rear towing hook in an effort to bring the total tri count down from around 8600 to what it is now, around 8200.

steamrollerlowpoly03.jpg


TURNAROUND : http://www.youtube.com/watch?v=bUdWBIMTj5A
 

YM

LVL100 YM
aa
Dec 5, 2007
7,135
6,056
the cover over the rear wheels could use a few more edge loops now the wheels have more.

What happened to the grill in the side of the engine? I liked that.

Don't worry too much about going up to 10k tris, you have masses and masses that can be removed for the LOD models :)
 

UGLYdumpling

L3: Member
May 24, 2010
127
56
@YouMe : lol. ohhhhkaay, the vent is back by popular demand. Rear wheel covers are subdivided some more and the front grill is also back -- for a grand total of 8800 tri's

steamrollerblocking04.jpg
 

YM

LVL100 YM
aa
Dec 5, 2007
7,135
6,056
*YM

/10corrections

You never, ever, capitalize a letter in the middle of a compound word jfyi, unless you're one of those retarded folk thAt TalK LiEK DiS.
 

Acumen

Annoyer
aa
Jun 11, 2009
704
628
brillAnt work !
glad you put back the enGine/vent/stuff details back. theSe add a lot.
and pray to god, yM nOt getting after you whEn it comes to LOD-levels :D
i can't wait for your first texTure wip's !


edit: the exhaust/pipe thing has way to many polygons, though. you can cut 3-4 rows there, since they don't describe any shape change
 
Last edited:

UGLYdumpling

L3: Member
May 24, 2010
127
56
quick (noob) question fellas : I'm up to my armpits in UVs and I got to wonderin' ... I should be planning for a single 1K texture map for, say, the diffuse? Can it be 2K or is that pushing it? Thanks in advance for any links or insights.
 
Sep 12, 2008
1,272
1,141
brillAnt work !
glad you put back the enGine/vent/stuff details back. theSe add a lot.
and pray to god, yM nOt getting after you whEn it comes to LOD-levels :D
i can't wait for your first texTure wip's !


edit: the exhaust/pipe thing has way to many polygons, though. you can cut 3-4 rows there, since they don't describe any shape change

A.G.S.M.O.E.T.?

Whut? D:
 

Acumen

Annoyer
aa
Jun 11, 2009
704
628
shhhhht, it's not announced yet !


UGLYdumpling, you'll get the usual "noooo, don't do it, 2048 and nobody gonna bother using this model in any map" or "yeah, no problem, valve does it occasionally" :D

i'd say, go for 2048, the dumptruck model (as well as some train models) has the same texture size and should be about same amount of detail and size as your model.
think big :)
 

A Boojum Snark

Toraipoddodezain Mazahabado
aa
Nov 2, 2007
4,775
7,669
quick (noob) question fellas : I'm up to my armpits in UVs and I got to wonderin' ... I should be planning for a single 1K texture map for, say, the diffuse? Can it be 2K or is that pushing it? Thanks in advance for any links or insights.
I'd say go for whatever you need. Valve doesn't seem to have a standard. The dump truck and train boxcars use 2048 but then the diesel train engine only uses a 512... and there are all sizes in between including rectangles.