(CUSTOM MODEL WIP) Ambulance

Discussion in 'WIP (Work in Progress)' started by oxy, Feb 18, 2008.

  1. oxy

    oxy L5: Dapper Member

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    So I am working on my second TF2 map but I wanted something that would make my map stand out. With the news of the new Medic unlockables coming I have decided to model an ambulance. Being that the medic is from Germany (I believe) I decided to go with an old Peugeot ambulance. I think that it will fit the TF2 theme nicely. I plan on making both a red and blue skin. I will keep this thread updated. The first two pics are just some reference. Let me know what you guys think.

    oxy

    [​IMG]
    [​IMG]
    [​IMG]
     
  2. Buddikaman

    Buddikaman L3: Member

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    Looks awesome so far. Is that the low poly mesh you got there? Or did you use sub D's?

    -Buddikaman-
     
    Last edited: Feb 18, 2008
  3. Snipergen

    Snipergen L13: Stunning Member

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    I bet this is subD, probably gonna bake a normal map from that right? Ayway I think its a good start, but show us wires. :)
     
  4. Haas

    Haas Guest

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    nice model for teamfortress this really could be a offical model!
     
  5. Scotland Tom

    Scotland Tom L6: Sharp Member

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    Oh the possibilities if this were 1) Movable, and 2) Could be used as a full health restore. Having the back doors animated to open when you came up to grab health would be sweet.
     
  6. YM

    aa YM LVL100 YM

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    Definatly make this with opeing back doors as though it were a resupply cabinate.
    Also as Tom said it would be awesome if this were mobile...
     
  7. poopster101

    poopster101 L4: Comfortable Member

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    looks very good, how many hours did that take so far?
    and i cant wait for you to release this
     
  8. l3eeron

    l3eeron L8: Fancy Shmancy Member

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    Good work, TF2 needs more good models like this... I dont care how big it makes the .bsp
     
  9. YM

    aa YM LVL100 YM

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    Unfortunatly a lot of players will :(
     
  10. l3eeron

    l3eeron L8: Fancy Shmancy Member

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    ya... I know... look at cp_studio. A good map but no one is willing to DL 50mb

    You're right Youme, makes me sad/mad
     
  11. oxy

    oxy L5: Dapper Member

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    Hey guys thanks for the encouragement!

    Honestly I haven't done much modeling for games, this is my first run at anything serious.
    I am trying to just straight polly model this. I am not sure if I should make LOD versions of this but from what I gather I should keep the model under 9000 pollys. Is that Quads or Tris? Anyway I am open to suggestions. Should I model this with subD's first then convert to pollys? Like I said this is my first round at this.

    I am using Maya 2008, I know that XSI or MAX might be easier to export the final model but I have never used either and am pretty comfortable in Maya.

    Also I understand the concept of normal mapping but have ZERO clue as to how to create normal maps or export them. Do you think I can finish this without them or should I do some research?

    Thanks for your help and suggestions. I will prob get another 2-3 hours of modeling done tonight.

    ..oxy..
     
  12. Buddikaman

    Buddikaman L3: Member

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    Lets see a wireframe bro.

    -Buddikaman-
     
  13. oxy

    oxy L5: Dapper Member

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    Ok here is the wireframe. Maya gives wireframes in tris. I can already see that I could lose a good bit of detail from the light on top. The wheels are about 800 tris a piece so I will get some pollys back from there.

    [​IMG]

    [​IMG]
     
  14. Buddikaman

    Buddikaman L3: Member

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    Ok wow that might be way to Highpoly for source engine dude, unless you wanted to normal map it maybe. I mean if the trailer part is 6000 tris i wouldnt even want to know what the WHOLE vehicle will come out to, that trailer alone has as many polygons as HL2 player model let alone a vehicle prop, which im guessing would average around 2000-3000 polys at most, give or take.

    So my advice, are you modeling using subD(subdivide)? If so id reccomend modeling it by hand(box modeling, ect). Yes its alot harder, but thus is the nature of game art.

    Tips-

    -Those cuts stretching over the top of this trailer seem a huge waste of polys.

    -The tires also seem WAY to highpoly. Especially the "rim".

    -The handle on back of trailer doors seems way condensed. You could acheive the same look with a 1/4th of those polys

    -The floater on top of the thing again is WAY over condensed, again could be done with a fraction of those polys.

    Not to rip on your model, its a GREAT concept, but you could easly cut your poly count in half while acheiving the same sillohuet shape, yeah it wont look as "smooth" or "highpoly" but no one will notice once you apply smoothing groups and a texture, that thing in game would bring your FPS to a halt ;p

    Overall, try to make it as low poly as you can. Look at the wireframe for the 2fort truck as reference, barely any polys.

    -Buddikaman-
     
    Last edited: Feb 18, 2008
  15. oxy

    oxy L5: Dapper Member

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    Thanks a bunch for the feedback and tips!

    I know I am new at lowpoly so all help is appreciated.

    From what I have been reading large props should be less than 9000 tris. I know I am on my way to ending up way over that. I am going to see if I can get the back end to around 3000 which will leave me 6000 for the front. Right now I am box modeling it. I guess I am just putting it too much detail. I come from a video/film background and we deff. don't think about poly count like gamers. :p

    Tonight i am learning about how to export and compile models from Maya. If I get a simple cube to import correctly I will spend the rest of the night trying to get that back end around 3000 tris.

    Thanks again!

    ..oxy..
     
  16. Buddikaman

    Buddikaman L3: Member

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    To this effect.

    [​IMG]

    -Buddikaman-
     
  17. DrHaphazard

    DrHaphazard L5: Dapper Member

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    Amazing work, like the others i would love to see this operate like a resupply cabinet, although of course you wouldnt want it as such in the middle of a map, only in the respawnrooms.

    Keep us posted.
     
  18. YM

    aa YM LVL100 YM

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    don't you make a high rex model then take the normal map from it and put it on a low res one?
    if this is the case it means you aren't wasting your time making a hugely high res one
     
  19. ChickenHunter

    ChickenHunter L4: Comfortable Member

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    Also i have a quick request. When you finish the ambulance can you remove the medical symbols and replace them with nuclear symbols? It would really help with my map
     
  20. oxy

    oxy L5: Dapper Member

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    Buddikaman,

    Thanks for that. It will totally help out. I think I will just finish up the version I have started and then try to model it as you have drawn. I might also do some research on normal maps too.

    My windows registry got f'd up so I had to reinstall and went with Vista. Minor setback but I should be back on the game tomorrow.

    I am also researching how to export Maya animation in hopes of animating the doors. ;)