[WIP] CGC Challenge #2 – Vehicles – Kaj Suominen

Forum Archive [WIP] CGC Challenge #2 – Vehicles – Kaj Suominen

Viewing 15 posts - 46 through 60 (of 90 total)
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  • #48011
    Thibault Caradec
    Participant

      Wow… As a beginner, I’m super impressed, and I’m wondering why I’m even here in this contest…

      #48012
      smurfmier1985
      Participant

        @otowa to get inspired by your fellow participants, have fun, learn something, improve your skills and to talk with the rest of us 3D loving people 😊

        #48013
        Kaj Suominen
        Participant

          @otowa What Miranda said. and ofcourse, if there is something you are wondering how its made, just ask, i can show and tell how those things are made. technical and design.

          #48014
          Jake Korosi
          Participant

            That is excellent work so far Kaj!

            #48015
            smurfmier1985
            Participant

              @jakeblended I second that 😎

              #48016
              Kaj Suominen
              Participant

                had to take weekend off. and only did minor cleanup during that time. mainly naming stuff and moving stuff into collections. 

                this evening did the main fuselage unwrap. tomorrow is landing gear and searchlights left. also getting rid of all the bevels and sub-ds. its down to a 40k tris.not bad considering still lot of curved stuff there.

                the landing gear is something i need to address on how the lowpoly will be. so most likely wont be over 50k.

                here’s the blob 😀

                #48017
                spikeyxxx
                Participant

                  @louhikarme Cool!

                  Can’t wait to see this textured and shaded.

                  The wing connections still seem a bit off, as you will probably be aware of. 

                  Keep going, I’m sure the final result will be fantastic!

                  #48018
                  Matthew Fricker
                  Participant

                    This is coming along great man 🙂 Especially now that the details are going in, that is my favorite part of the modelling journey. 

                    Good luck! 

                    #48019
                    Kaj Suominen
                    Participant

                      @spikeyxxx hopefully it will make more sense when there are materials and other stuff to show what is mechanical. the wing basically is same than the tail visible hexapod, but decided that i hide that on the wings.

                      #48020
                      Kaj Suominen
                      Participant

                        @frikkr i should just proplly kept this high poly and not go game assets. but. decisions made. 🙂

                        and now its more in the substance painter to paint all the normal details.

                        #48021
                        smurfmier1985
                        Participant

                          @louhikarme Everything should be a game asset always 😛 love the blob 😊

                          #48022
                          Kaj Suominen
                          Participant

                            hah, made it to substance. still need few tweaks to fit with the semihighpoly. otherwise pretty much there. will see how well bake i get just single 4k map and then downsized to 2k. if good then i wont separate. but if its crap, then i need put landing gear and all the greebles on separate map. which will be easy and fast when using shotpacker. awesome addon for uvpacking,

                            oh and need to add triangulate modifier on every high poly object so the exporter wont die. Always remember with game assets, triangles are your friend. this is non quad territory. 😀

                            #48023
                            Kaj Suominen
                            Participant

                              lot of tweaking tonight. forgot couple important lessons. when creating linked objects. always apply the bloody scale. that will affect everything when unwrapping. second, disable all mirrors on objects you inted to share the uv:s. otherwise the bakes will overlap and you get really nasty artifacts.

                              so, lot fiddling around with objects and hiding those i don’t need. like i only need one tire. one wing rotor etc. anything that is something you cant see on other side is going to be sharing uvs.

                              pretty happy with the bake sofar. though i still need to fix few places, that are too obvious and will show even after all the other textures applied.

                              #48024
                              Kaj Suominen
                              Participant

                                finally into texturing. cutting corners really works.. so fixed all the bake issues. but now there is cleaner bakes and if i have to go back and change something rebaking wont be a problem.

                                first pass on normal details. rivets, panels etc. hopefully tomorrow gettin into actual textures.

                                #48025
                                Kaj Suominen
                                Participant

                                  well had to rest friday evening. but woke up early on saturday and finished texturing and brought everything in ue4. couple shots while i rethink what i need to do. riggin i still need todo to give it bit more different flavour on the mechanical parts.

                                Viewing 15 posts - 46 through 60 (of 90 total)
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