View Full Version : Trash Collector
09-23-2011, 11:06 AM
Hey Everyone. I wanted to share a new high poly vehicle I have been modeling based on a concept by Ben Mauro (http://benmauro.blogspot.com/2008/12/winter-update.html).
It's a work in progress and I still need to develop a few areas and add some more details. I also think I need to work on making some of the mechanical pieces look a little more functional and believable.
I intend to use ZBrush to add some imperfections once the high poly is done and then work on the low poly game mesh for baking and texturing.
As always all feedback is welcome. Modeling/rendering is done in 3ds Max 2012.
Concept Art by Ben Mauro
09-23-2011, 12:26 PM
Looks solid so far. Can't wait to see the low baked and textured.
09-23-2011, 12:34 PM
Outstanding! Great high res model, looking forward to your progress.
09-23-2011, 01:22 PM
Looks good. I like the concept you chose as well.
One thing sticks out to me on this, the edge of the tire tread extrusions seems a little hard compared to other hard edges on the model, especially the rear tire.
Can't wait to see what you do with it in zbrush. Keep it up!
09-23-2011, 01:53 PM
wow thats some fantastic detail. I cant wait to see you texture him.
I second the comment on the tire tread and I vote that you give him a little umbrella.
09-24-2011, 04:37 AM
excellent modeling. cool concept too. I just found a concept I might model from his website as well :)
09-26-2011, 08:02 PM
Thanks for the comments guys. Good suggestion on the tire treads being too hard. I softened them up a bit and it should read better in the normal map as well.
Here is a quick update on some more changes as well as a shot of the backside. I just need to finish up the control console and it should be ready for zbrush.
09-26-2011, 08:26 PM
what shader are you using for this render?
09-26-2011, 08:45 PM
I'm using the Arch + Design shader and rendering with metal ray. There is a warm light in front and a cool light in back. I separated just the ambient occlusion layer and then composite it in Photoshop to make the shapes pop a bit more. I based the initial setup from "The Dozer" tutorial on eat3d.
10-04-2011, 04:33 PM
Here are some shots of the low poly + normal and spec. Any feedback on the tri count or uv layout would be appreciated as this is my first attempt at a vehicle.
Tri count is at 18,201 and I'm using a 2048x for dif/nor/spe.
10-04-2011, 05:12 PM
awesome good job
10-04-2011, 05:52 PM
Wow, that baked turned out fantastic. Good work! Stoked to see it all painted up.
10-04-2011, 06:41 PM
when i saw the thread title i was like 'heh, trash collector', then i opened it and i was like 'WHOA. TRASH COLLECTOR.'
10-04-2011, 06:49 PM
excellent work, super clean back as well. the uv's could definitely use a bit of padding here and there, but otherwise great job
10-04-2011, 07:13 PM
10-04-2011, 07:14 PM
nice projections :)
10-04-2011, 09:15 PM
I started modelling this once... Never got around to finishing it. Don't think I will now because yours looks great!
10-04-2011, 09:56 PM
Looking great man, really wanna see this textured already!
10-05-2011, 02:04 PM
Holy crap, those are some super packed UVs. How long did it take you to lay it all out?
10-05-2011, 06:49 PM
Verryyy clean bakes Alex, looking great.
On a side note (not to be nit picky) but even though it's super nicely packed, be weary of how this would work in-game, more so how this will look when the diffuse / normals etc. will be mip-mapped... may result in some nasty bleeding. (More so production focused instead of portfolio focused though).
Again, just a nit-pick, and you most likely already know that, but hey, maybe it'll help someone in the future.
Can't wait to see this textured, loving your previous texture work as well.
10-06-2011, 08:26 AM
At first I was like oh more highpoly shots....then I saw the wires and realized that was the low. FANTASTIC BAKE! Did you bake the normals in Max or Xnormal?
10-08-2011, 06:17 PM
Thanks again for all the positive feedback guys.
JasonLavoie - Thanks for the info, I'll keep that in mind when laying out UV's. I'm usually pretty good about it, but got a little carried away trying to pack so much in.
POFFINGTON - I'm using xnormal for normal, height, ao and curvature maps
Here is a WIP on the textures. My biggest challenge has been trying to balance the wear and tear w/o it being too overpowered or feel too random.
10-08-2011, 06:20 PM
Oh GEEZ. I couldn't have imagined the texture looking any better !!! :0 Superb color variation! You take trash collectors to the next level lol!
10-08-2011, 06:40 PM
Phenomenal work man! This looks fantastic.
10-08-2011, 09:54 PM
Freaking sweet! *drags into inspirational folder*
10-08-2011, 11:56 PM
Sexy render! Just 1 critic : the traffic cone, low down the glossiness, it's suppose to be flat plastic, not metal. ;)
10-09-2011, 01:59 AM
More like trash fkn destroyer. Crush shit into dark matter.
10-09-2011, 02:34 AM
Looking very good! My only critic is that it could use some more dirt and grime that would've been thrown up from the street when it's collecting trash. At the moment it still looks a bit too pristine :)
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