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UE3 - UT3 WIP - Unreal Tournament 3 Vehicle

Discussion in 'Modeling & Skinning' started by Kaneth, Jan 21, 2010.

  1. Kaneth

    Kaneth New Member

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    Hello BU,

    As part of my studies at University a module requires me to create a vehicle for Unreal Tournament 3.

    I am not a concept artist and as such have decided to base my vehicle off an existing concept. I always work on my 2D skills, but as of yet they are simply not good enough.

    [​IMG]

    I will be building subdividable high poly modular pieces, adding any detail I feel is required in Zbrush for use in normal maps, readjusting or retopologising low polygon pieces. I will then be baking normal, diffuse and ambient occlusion out of 3DStudio Max, the latter 2 I will use as a base to texture in Photoshop.

    I only started today and so far I have created 1 base piece which is ready to be detailed in Zbrush to an extent.

    [​IMG]

    Subdividable with edged faces ---------------------- Low Poly ----------------------- Subdividable without edged faces

    I can see I may need to double chamfer a bit tighter on some loops, however for the time being going to leave it and see how it goes.

    The reason I summarised my workflow is for if there are any hard surface modellers out there who can suggest improvements or tricks to workflow.

    Thanks :D
     
    Last edited: Jan 21, 2010
  2. TurdDrive

    TurdDrive sam k

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    Looks good.
     
  3. Bi()ha2arD

    Bi()ha2arD Toxic!

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    Looks interesting! Make sure to keep us posted.
     
  4. tombanz10

    tombanz10 New Member

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    I think that It was looked like so cool and also pretty. I think that If you have used the Zbrush, It had been s nice and also more useful for it. I think that If you have got some texture regarding the vehicles. Then It would be so help for further and You can also get some idea.
     

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