[WIP] Flatbed Truck

Discussion in 'WIP (Work in Progress)' started by TheDarkerSideofYourShadow, Sep 19, 2008.

  1. TheDarkerSideofYourShadow

    TheDarkerSideofYourShadow L10: Glamorous Member

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    As I said, I'm trying to make time to finish up what I started in TF2. That includes this model. Since it will be a while before I can get a high quality, final version of it out there, I'm uploading a "temp" model, which is just the most recent one I worked on. You can download it htere:

    http://forums.tf2maps.net/downloads.php?do=file&id=954

    Includes truck, trailer with the landing gear up, and a trailer with the gear down.

    [​IMG]
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    Last edited: Jan 25, 2009
  2. Randdalf

    aa Randdalf

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    Wow, looks very nice indeed. TF2 certainly needs more vehicles.
     
  3. Sgt Frag

    Sgt Frag L14: Epic Member

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    I like it and already have a map in progress that needs it ;)

    Have you tested the log pile on it yet?
     
  4. drp

    aa drp

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    awesome. more models is what we need! :thumbup:
     
  5. Vander

    Vander L8: Fancy Shmancy Member

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    Looks fantastic man!
     
  6. Snipergen

    Snipergen L13: Stunning Member

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    Nice, but way too lowpoly, and I don't say this often, but it's a bit too noticable. Try to smooth it up a bit and relax your uvw's to try to hide some stretching afterwards.
     
  7. TheDarkerSideofYourShadow

    TheDarkerSideofYourShadow L10: Glamorous Member

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    Sgt Frag:
    I hadn't even thought about the logs when I was working on the model. As it turns out, the logs are much longer than the cargo container. It still looks cool with it hanging over, but I could always release an longer version of the trailer as well. Here is an in hammer shot of the logs.
    [​IMG]

    Snipergen:
    Where would you teak it? I know the tires could use it, but there are 18 of those over both models. Maybe the hood. But I also need to keep in mind the poly counts of other models that would be used in conjunction with these. The container is ~1700, rockets ~2500, logs ~2500 as well, and the barrels (like in badlands) are ~900, and you could fit several of those on there.
     
  8. Snipergen

    Snipergen L13: Stunning Member

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    Well in a case like this, the truck itself is more important than what it's carrying. The wheels REALLY need more poly's because now the logs look rounder than the wheels. 8 sides for a wheel is not acceptable anymore these days :D
    I just askes randalf how much the TF2 truck is and it's 5004 polygons. Thats ALOT more than you spend on it atm. You have a decent skybox model now, but I'd say truck, wheels and loader, go for 5000 too.
     
  9. Sgt Frag

    Sgt Frag L14: Epic Member

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    I'd say Snipergen is probably right. You can deffinately expend more polys.

    I'd think of it more as the cab is one object and can have the poly limit for one object, the trailer is another... Rockets/logs,etc... are yet their own models.

    Not saying you should totally rework it but I would be too afraid of the polycounts, I think Hammer can handle them well enough.

    I wouldn't make a longer trailer though, I think that's fine for the logs and I think it kindof looks cool having them hang over too. At least the tied part is on the truck, if that hung over it might look less stable.

    I'd probably add to the front of the hood so it looks more like the dump truck, with a vertical piece of color above the grill. But I like the round shape, don't make it flat like the dump truck.
    Probably add some trim to the windows to, they all kindof look the same, the sides and front should look different.
    You can probably delete some polys off the top of the front wheels too that can't be seen. Might not save many but it's a few that could be used elsewhere.

    Squeezing a few smokestacks onto the back corners of the cab might look cool too.
     
    Last edited: Sep 19, 2008
  10. TheDarkerSideofYourShadow

    TheDarkerSideofYourShadow L10: Glamorous Member

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    I think upping the subdivisions on the tires from 8 to 20, which gives a nicely rounded shape adds a bit over 1k polys per model. Is that worth it, or should I go for a smaller subdivision? Also, I've already put in some trim, and I think you're right about the windows.

    I'm not sure about the exhaust. I know what you're thinking, but I don't know if thats too new for the tf2 style. Other thoughts on that?

    Oh, and Sgt Frag, was this what you were talking about?

    [​IMG]
     
  11. ArsenaL

    ArsenaL L1: Registered

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    A typical trailer is 40ft long from the gooseneck to the back end.
    Smaller versions are 25ft.

    (If it has a gooseneck)

    Yes i am experienced in driving tractor+trailer :|
     
  12. Sgt Frag

    Sgt Frag L14: Epic Member

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    Yeah, I was thinking maybe a little more pronounced though. I can tell you added ta little space above grill but not much.

    It's got a lot of wheels so that's up to you and polycount I guess. I think 14 sides is where things start to look round. You could probably do 16 and they'd look pretty good and still save quite a few polys.

    I was also thinking you should make the most of the model and make a flatbed version. (No trailer)
    Just one axle in the back, a little longer than it is now, throw a flat bed on the back and it would be a great truck for barrells and the lumber piles (piles of boards)

    This is older style than I was thinking but the general jist of it
    [​IMG]
     
  13. TheDarkerSideofYourShadow

    TheDarkerSideofYourShadow L10: Glamorous Member

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    Alright, worked on this this morning. Thoughts on a this version?

    [​IMG]
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    Changes in this one:
    Tires now 16 subdivisions, up from 8.
    Headlights rounded out more.
    Mirrors rounded, and what would be the glass side is move in.
    New bumper.
    Higher poly wheel wells.
    3d trim in several places, including center and sides of the hood (I feel like one should be removed), and around the wells, making for a smoother looking transition.
    Rounded out the windows, and split the front window into two pieces.
    Took the nose of the truck and rounded it into the same shape as the hood (before the nose was blockier and the hood was rounded).
    Total poly count up about 3000.

    Still need to:
    Do some texture work, particularly on the grill and lightening up the doors.
    Adjust the collision model.
    Test it :)
     
    Last edited: Sep 20, 2008
  14. Reeftrigger

    Reeftrigger L1: Registered

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    I personally liked the old bumper better...
    but it was sort of overpowering...
     
  15. Sgt Frag

    Sgt Frag L14: Epic Member

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    I think it's looking better. I think the trims help, I'd leave em.

    Is there a reason the logo fits the drivers door but not pasanger though?
    Before I didn't mention because I thought maybe the tex you were using forced you to have it that way (I know how it can be to use prexisting textures on a model). But if one side fits they other side should too.
     
  16. TheDarkerSideofYourShadow

    TheDarkerSideofYourShadow L10: Glamorous Member

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    Huh, you're right. I had changed them so that they didn't look so streched, but I guess I only selected one side, and not the other. Consider it fixed.
     
  17. Arhurt

    Arhurt L6: Sharp Member

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    Very nice work! Love it so far.

    Have you baked an occlusion map for the skin? If not, you should, and then colour the shadows a blueish tint to fit TF2 better.
     
  18. YM

    aa YM LVL100 YM

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    need moar specularity!

    when placed next to the official vehicles yours look really matt.
     
  19. TheDarkerSideofYourShadow

    TheDarkerSideofYourShadow L10: Glamorous Member

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    Art:
    Uhhh...... Yeah, I have no clue how to do that. I've got hammer down, a decent understanding of Mod Tool, and I know how to copy/paste and flatten an image in PS. Mind walking me through what you're talking about :)

    Youme:
    I don't want it to look too shinny. I figure any proper kind of semi truck will be dirty/grimy from working in a dock/field/etc. Currently its set at .15. I'll try it again with it at .2 and see if I change my mind.
     
  20. Sgt Frag

    Sgt Frag L14: Epic Member

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    I don't use XSI but I saw a vid for baking tex down into one, so you might be able to bake AO.

    If you can export obj or 3ds (other files too, not sure) you can use xNormal. it's free and great for normals, AO bakes, etc...

    Open it and select tools/ao generator. mess around with settings til you get nice smooth shadows/highlights. It'll be a greyscale map.

    put that map above your color layers in photoshop, set that layer to multiply. It'll add nice shadows to all nooks/crannies of your model.
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    Of course if you are just using stock textures on your model that'll be hard to do. You might be able to use the AO bake as some kindof of blend mode in your material file.
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    Also, you can't have overlapping polies in your UV or it will come out black in those spots. I usually make one half of a model, bake it and mirror it. Depends what you're doing though, sometimes that's too symetrical, but it saves alot of UV space.