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Car modeller

Started by Gui Brazil, March 26, 2007, 03:36:36 AM

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Gui Brazil

I've talked with Zed and if possible I'd be glad to help.

Overstatement

As I understand it, people like to model cars because they have lots of detail and look beautiful when rendered. This is in contrast in of game development where models are made with efficiency and are generally ugly especally for stuff you place on the map (as oppose to your character or weapons). But if you still find that interesting, welcome! Can you expand that to model other stuff? Cars weren't in CT much.

Gui Brazil

#2
Quote
But if you still find that interesting
Yes, I do.
QuoteCan you expand that to model other stuff?
Yes, I can.

QuoteCars weren't in CT much.

They were there, weren't them..........

EDIT: After reading the "assembling a development team" thread. I think I'd be able to join at "props artist".

Zedblade

#3
Quote from: Overstatement on March 26, 2007, 03:56:34 AM
As I understand it, people like to model cars because they have lots of detail and look beautiful when rendered. This is in contrast in of game development where models are made with efficiency and are generally ugly especally for stuff you place on the map (as oppose to your character or weapons). But if you still find that interesting, welcome! Can you expand that to model other stuff? Cars weren't in CT much.

Cars are one of the most common props in games. They are usually large, which means they can make good blockers and fill up space. Plus they look sweet when they explode. Gui has made a couple high polygon car models that can be used as a normal maps. I'm confident that he can make a game car under 8,000 polys, which is perfect for us since we will only have four characters on screen at any time, and have no AI. We have a lot to work with in that regard, so our environments should have plenty of performance room to kick ass. Models at around 3 or 4 thousand can look great in UnrealEngine 3 becuase of the materials. With cube-maps, spec maps, normals and emissives. You can get the car to look damn amazing in game. In fact, it will probably look just like one of the renders that Gui has made.

Everything is a game is made efficiency, not just cars. As for them being 'generally' ugly, I don't know where you get this. If anything, cars in a game are the more detailed props, since they are so large and easily seen. Of course it depends on what the car's purpse is. We need 3 highly detailed, prestine cars, plus a few other low-detailed cars that I can make. Which will be used for far away things. Plus a couple destroyed cars, which can just be anything from a material-swap or a completey new mesh.

The point is, we need some good cars. Gui will model them, I'll UV and Texture them. They will hopefully be hero pieces, so they need to look good.

Now we need someone good at making foilage, since one of are 'proposed' maps is basically nothing but plants and trees and shit. I hate doing foilage and would rather kill myself.  >:(

Gui Brazil

I can do other things to on 3d studio. But that doesnt include foliage. xD

Overstatement

#5
Quote from: Zedblade on March 26, 2007, 06:16:21 PM
Cars are one of the most common props in games. They are usually large, which means they can make good blockers and fill up space. Plus they look sweet when they explode.

I was refering to the CT maps, most of which don't have cars.

Quote from: Zedblade on March 26, 2007, 06:16:21 PM
Gui has made a couple high polygon car models that can be used as a normal maps. I'm confident that he can make a game car under 8,000 polys, which is perfect for us since we will only have four characters on screen at any time, and have no AI. We have a lot to work with in that regard, so our environments should have plenty of performance room to kick ass. Models at around 3 or 4 thousand can look great in UnrealEngine 3 becuase of the materials. With cube-maps, spec maps, normals and emissives. You can get the car to look damn amazing in game. In fact, it will probably look just like one of the renders that Gui has made.

It has never been about what the engine 'can' do. The engine is software and software's only limitation is the hardware it's running on. Therefore, it's all about the market and how many polygons to push so that an acceptable amount of people will play with an acceptable amount of framerate. I've seen the AWESOME videos of the Unreal3 engine and I can't believe the majority of people will run that with 60+FPS. My impression (I could be wrong) of the CT community is that they have lower-end systems (though not as low as mine) because they're causal gamers who don't play every other game that comes out. So yeah, we'll have to see. Doesn't matter anyway, he's still interested in making ugly cars.

Quote from: Zedblade on March 26, 2007, 06:16:21 PM
Everything is a game is made efficiency, not just cars.

I said that.

Quote from: Zedblade on March 26, 2007, 06:16:21 PM
As for them being 'generally' ugly, I don't know where you get this. If anything, cars in a game are the more detailed props, since they are so large and easily seen. Of course it depends on what the car's purpse is. We need 3 highly detailed, prestine cars, plus a few other low-detailed cars that I can make. Which will be used for far away things. Plus a couple destroyed cars, which can just be anything from a material-swap or a completey new mesh.

I was comparing it to renders. And you're comparing cars to other props where I'm comparing cars to things you don't place on the map like spies or your weapon.

Edit:
Quote from: Gui Brazil on March 26, 2007, 05:50:29 PM
QuoteCars weren't in CT much.

They were there, weren't them..........

Is he making fun of me or is it his bad english?

Gui Brazil

Quote
QuoteCars weren't in CT much.

They were there, weren't them..........

Is he making fun of me or is it his bad english?
[/quote]

First.
I'm taking that your native language is english. Whenever you can speak portuguese as I can, then you can say anything about my english.

Second.
Congratulations, yes I am making fun of you.

Overstatement

#7
I wasn't trying to make fun of your english but you do have your country in your name which I take as "Hey, I'm from a non-english speaking country, make a note of it". And there isn't anything wrong with that statement that a normal person wouldn't tolerate.

frvge

Quote from: savior2006SCDA has more bugs than a rain forest.
Quote
Treat your customers with respect you make more customers. Treat your customers like pirates, you make more pirates.

frvge

As mentioned in the Join Us-rules by MacBryce:
QuoteThis isn't a regular forum. Please keep these threads tidy and don't comment on everyone's portfolio unless you're on the pre-production team. Thank you.

On-topic!
Invite eachother for a personal topic to debate.

Quote from: savior2006SCDA has more bugs than a rain forest.
Quote
Treat your customers with respect you make more customers. Treat your customers like pirates, you make more pirates.

goodkebab

I have access to hundreds of hi-poly vehicles.....but they will need to be made into real time models. GUI,  i dont think you should be doing hi-poly stuff merely for the sake of time and effort.  We have decent models already....but we will need them textured and optimized for the engine.


Again, this is not about skill...its about efficiency.  It would take a professional a matter of a couple days per vehicle using this method...which is why i suggest it.  The faster you are, the more you can create.