Search and rescue hovercraft (concept for future rescue craft that would replace helicopter)
Design key features:
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.
ssmurfmier1985 yeah, its been buggin me now whole morning at dayjob. :D need some angular exhaust pipes. :D
So, landing gear not finished, nor the cable stuff. however i think i now have the overral polished shape and big meshes ready (until i spot something else :) ) anyhow, fixed lot of alignment problems in the mesh. simplified the top portion. added big details to where they made sense to break up the big planes. reworked the exhaust pipes. made the back door more visible.
slow evening, but landing gear looks better. added cables to the searchlights aswell made changes to the holders. starting to be where i want to take it to texturing.
Wow... As a beginner, I'm super impressed, and I'm wondering why I'm even here in this contest...
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 😊
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.
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 :D
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!
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!
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.
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.
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. :D
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.
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.
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.