View Full Version : Model forklift - WIP
Sgt Frag
04-29-2009, 04:24 PM
Been awhile since I've posted any models. This one is needed for Hoover and Oakland so I figured it would be a good break from Hammer.
Still have to add some polys, it's about 1500 right now. Baked an AO so I wanted to see it with some colors.
I'll release it once finished.
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edit--
in game shot, still alot to do.
uma plata
04-29-2009, 04:53 PM
Looks awesome!
Planning on doing red/blue skins in addition to yellow? (Just curious)
DaFatCat
04-29-2009, 05:11 PM
I really like it! I also think it should have red and blue skins.
Sgt Frag
04-29-2009, 07:06 PM
Yeah, I probably will. Once it's compiled you don't want to do it again.
Looks pretty cool.
http://i93.photobucket.com/albums/l42/selentic/forklift.jpg
There's a few small smoothing errors errors circled in red, nothing all that bad. I circled the green thinking it might have been another one, but I think you just modeled it that way.
Very cool, keep up the good work. It would also be cool if you could add a separate model with the fork fully raised... could add to some fun game play.
Sgt Frag
04-30-2009, 10:17 AM
Those smoothing issues aren't noticeable in game, but I still have to go trough and assign smoothing groups anyway.
Takes so long to finish a model anymore I can't wait until it's complete to see it in-game...
Not sure what I'm gonna do yet. Either
1: animate the fork so authors can choose the position (hopefully it would be useable as a lift still (have to experiment)
2: just have the fork as a seperate model if above doesn't work.
Those smoothing issues aren't noticeable in game, but I still have to go trough and assign smoothing groups anyway.
Takes so long to finish a model anymore I can't wait until it's complete to see it in-game...
Not sure what I'm gonna do yet. Either
1: animate the fork so authors can choose the position (hopefully it would be useable as a lift still (have to experiment)
2: just have the fork as a seperate model if above doesn't work.
I never thought about the animation thing, but that would be really cool.
I'd be happy either way :)
Those smoothing issues aren't noticeable in game, but I still have to go trough and assign smoothing groups anyway.
Yeah do it, it's nothing major but I did notice it in the ingame pictures you posted. It's a pretty quick fix so it's worth the 20 seconds it takes to do. : p
Icarus
04-30-2009, 01:32 PM
it might be easier to have them separate and then just animate them in game with parenting
StoneFrog
04-30-2009, 02:54 PM
It's nice! I really want a forklift (that isn't stolen from CSS) for my storage areas. :)
However, you may want to use more subtle, painterly-style textures. Right now the vibrant color scheme kind of reminds me of a primitive CGI 90s instructional video.
Sgt Frag
04-30-2009, 03:28 PM
Yeah, probably best as 2 pieces.
I'm gonna try an animated one too, just because I haven't imported any anims into Hammer yet. (stupid simple anim, but good for a test). I'm supposed to be beta testing an importer too so I gotta figure that out.
@StoneFrog.
are you taking about the top 2 pics, or all three? The last one was updated, a bit dirtier and has chipped metal. I think it's getting pretty close, but if there's something more I can do. I actually toned down the yellow hue quite a bit too for the ingame shot.
StoneFrog
05-02-2009, 06:26 PM
Eh, I still think the in-game incarnation still seems a bit too vibrant. Of course, do what you think looks best, but that's my opinion. :P
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