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

Contests and Challenges

Search and rescue hovercraft (concept for future rescue craft that would replace helicopter)


Design key features:

  1. two man piloted
  2. patient platform similar to helicopters
  3. two rotor/turbine front, one back
  4. functional
  5. no crazy details that don't make sense


First week: concept, highpoly and if time lowpoly

Second week: lowpoly,texturing

third week: scene build in ue4



Scene:

flying inside a ravine


edit on July 4th: ps. following is after i've done few evenings work and realised few things that above might be too vague.

So as design briefs go, above really, one of the worst you could get as a artist, granted I have reference pics gathered awell, and the fact that i had and idea in my head. what i actually failed to do is write it up as a more describing manner.

So what i should have also added: Combine whale like appearance with angular surfaces, with tail like scorpion.

Still vague, though it would tell more on someone else bit more on what i'm seeing in my head.

  • Kent Trammell replied

     urge to go detailing is big, but i know from past experience that if the big shapes don'¨t work. then the small ones wont fixt those.

    Big wisdom from louhikarme 🎯

  • Kaj Suominen(louhikarme) replied

    When iterating, sometimes you get into rut and anything you try seems to fail. well tonight was lot of fails. however, in the end i think i now got the exhaust side of things on the back and the back shapes pretty much where i wanted them. Still need to give it a sleep and see tomorrow. it is pretty close.  and while typically helicopters are rather smooth, i want to keep this more angular except the rotor parts. the back landing gear case might also get more work on the shape. will see.  Ze art director shall decide after a good nights sleep. :)

  • spikeyxxx replied

    louhikarme I love the way this is going!

  • Kaj Suominen(louhikarme) replied

    spikeyxxx Thanks. 

    already after an hour looking at the pics i can see few places that needs bit more touch oup silhoutte wise.and the read landing gear case.. that needs a do over aswell. :)

  • odunov replied

    louhikarme Great progress!

  • Kaj Suominen(louhikarme) replied

    @drgnclw Cheers. :)

  • Kaj Suominen(louhikarme) replied

    tackled the tail tonight. and its still not there. that hexapod mount deemed troublesome to model. and the beams are too big currently. but have to continue tomorrow. 

  • Kaj Suominen(louhikarme) replied

    Another evening starting. and looking at yday's work. 

    Nope, the tail is not gonna work like that. will need to adjust the triple beams alot. the hexapod kind of works, but even that is missing things.

    One thing on concept/design work is to be able to iterate and scrap things if they don't work. This will ofcourse set me back timewise, and means i have to catch up somewhere else to keep up.

  • smurfmier1985 replied

    louhikarme ah but it’s much better to scrap and start over than trying to make it work and then hours or days later throwing it out anyway... Decisions decisions 

    Good luck tonight Kaj 😊👍🏻

  • Kaj Suominen(louhikarme) replied

    ssmurfmier1985  Aye, trying to make something work for hours is good thing. been there.  sadly there is only a gut feeling to guide. :)

    anyways. got pretty decent progress tonight.

  • smurfmier1985 replied

    louhikarme that tail is looking much better 😬👍🏻

  • Phillip Capon(train30) replied

    louhikarme Looks good!  Are you using the bevel modifier or sub surf to smooth your corners?

  • Kaj Suominen(louhikarme) replied

    train30 depending on the mesh and the result pretty much dictates which one i'm using, or if i'm using both in combination. 

    for example, if the mesh is mainly angled and don't have any curvature, i just use bevel modifier to get nice results. and the like on the rounded parts i use sub-d to get the smooth result and then bevel on the edges.

    and since i'm also using lot of booleans (allthough in this particular project i'm still being very small amount on booleans) the bevel is your friend to get nice polished end results.

    main thing is that there are no infinitely sharp edges anywhere to be seen.

  • Kaj Suominen(louhikarme) replied

    Slow Saturday, not that i had planned on working on this today. but wanted to atleast put placeholders for rotor, though they look good enough already, so might keep them. just needs little adjustments. the landing gear i hopefully finish tomorrow aswell the nose optical stuff. then its mesh ready to be converted to game assets and rest of the details will be normals.

  • Kaj Suominen(louhikarme) replied

    Most of the landing gear down, front optics done, made adjustment on the nose shape once more. giving more view for pilot. added searchlights. and realised that i need to rework the door a bit. its not looking good. ahwell. :)

  • Kaj Suominen(louhikarme) replied

    Coming along, though not fast enough. i may need to rethink the scene. still needing some more details. like cables. :) lot stuff is going to come from  textures, like paneling and rivets and small stuff like that. but anything that really is stickin out needs to have mesh. and there are few still todo. :)

    and i think its time for matcap now. :)

  • smurfmier1985 replied

    louhikarme This is getting better with each iteration :-D

  • Kaj Suominen(louhikarme) replied

    ssmurfmier1985 Thanks. taking a tad longer than i anticipated. :)

  • spikeyxxx replied

    This is going really well Kaj!

    One minor thing though, if you don't mind: the exhaust pipes(?) seem to me to be out of style, compared to the rest..

    But of course you already knew that.

    I only just now noticed it, but you know how it is, once you've seen something like that, it's hard to look away;)

  • Kaj Suominen(louhikarme) replied

    spikeyxxx yeah, its been something i've just let slide for now. but the roundness is not gonna fly. :D Will be changing that.