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Other => FOnline:2238 Forum => Archives => Fan Art => Topic started by: Lizard on March 05, 2011, 06:04:21 pm
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I guess that will be a better place to post it. This is not really a bus, but a truck with a passenger load.
This is the first version, feel free to comment and criticise.
(http://img233.imageshack.us/img233/148/busf.jpg) (http://img233.imageshack.us/i/busf.jpg/)
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The front wheel is just missing something... like dirt protector.
I just don't seem to like that little thingy on top and between the two main windows, if you understand what I mean.
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Nice job man...
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Thanks for feedback, Haraldx, i modified the model, added the flaps in front, dirtcatchers, fixed that thing on the wingshield and added doubletire to the rear axle.
(http://img215.imageshack.us/img215/8569/bus2k.th.jpg) (http://img215.imageshack.us/i/bus2k.jpg/)
Now, should the front look like more round, more 50's or should it keep its rugged M34 forms? How about some canvas?
Edit: here's a front and side views with highlighted edges, so feel free to use the template to suggest details and color schemes.
(http://img9.imageshack.us/img9/8611/templategf.th.jpg) (http://img9.imageshack.us/i/templategf.jpg/)
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Ahh, that feels better! Needs a texture for further judging tho.
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Ahh, that feels better! Needs a texture for further judging tho.
I guess, but a suggestion for a colour scheme would be nice. It should look rusty and makeshift assembled, mind also, that the models aren't final, so i need suggestions - draw something on the concept sheet and post it here.
I mean, not only Haraldx, i mean those who reads this thread. Quality doesn't matter.
Oh, did i said models (http://img845.imageshack.us/i/truck1.jpg/)?
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I guess this is a good reference when it comes to textures/colorstyle/palette.
http://img39.imageshack.us/img39/3605/fo1hubwatermerchants.gif
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Good art!
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Good art!
Indeed! (Or thanks, if you referred to me, EnergyForYou=))
May i ask, where did you get these awesome tanker trucks, Surf?
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Continuum on the NMA forum made them: http://www.nma-fallout.com/forum/viewtopic.php?p=864357#864357
Very true and close to the original FO art, the truck looks almost like the original trucks.
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Yeah it looks good man. I think it should have a rounded front though, and the rusted trucks from nma would look good on it I think.
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Actually, I think this 50's style truck here - http://ecx.images-amazon.com/images/I/5139pb6RYzL.jpg - would look pretty good rusted up...
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it ll be good, if yoo deposit it as ***.x at some source and make link :)
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it ll be good, if yoo deposit it as ***.x at some source and make link :)
see no point for this.
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The work isn't dead, cleaning the mesh from triangles, UV and especially projection UV for wheels were a bitch. Glad i'm better in UV now than a week ago.
WKB, why would you want this model in *.x? Just askin'.
(http://img705.imageshack.us/img705/4154/renderrb.jpg) (http://img705.imageshack.us/i/renderrb.jpg/)
Comments and critics are always welcome.
Btw, texture experts, could you tell me how i get the shine out of my rust on wheel?
I'd like to try out other shapes, like Ford, but i want to finish the two models first, before i begin something new.
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looks good but aint those wheels too much apart from each others? it looks like its somekind of a "spider" type vehicle, not the normal (WWII army)truck.
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looks good but aint those wheels too much apart from each others? it looks like its somekind of a "spider" type vehicle, not the normal (WWII army)truck.
Looks better?
(http://img402.imageshack.us/img402/6384/truck1c.jpg) (http://img402.imageshack.us/i/truck1c.jpg/)
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I suggest using textures from a site, and then editting them to your like. I found www.cgtextures.com to be a good site. Some good front light textures can be found at Manmade --> lights. For now it does look a bit comic, but your good for a start!
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Looks better?
(http://img402.imageshack.us/img402/6384/truck1c.jpg) (http://img402.imageshack.us/i/truck1c.jpg/)
the right wheel is not in the same line as left wheel...and what is that thing in front of wheels?
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that thing in front of wheels...
is called dirt catchers.
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man...try to think about it...what with "inertia"...if this car will go straingh on, ur dirt catchers will have contact with wheels...
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man...try to think about it...what with "inertia"...if this car will go straingh on, ur dirt catchers will have contact with wheels...
Okay, the dirt catchers turned out a bit too long. However, it's all right with the wheels - it's orthographic perspective that makes it look shifty.
I need to rework the cabin anyway, it's too edgy and noobish, same with my texture, also i gotta find out why the textures on the other side of the wheel gets on the insides of that one tire, that pissed me off, wasted the whole evening on that problem. ANYWAY.
Guys, thanks for your comments, i'll try something out today, updating this post. Haraldx, thanks for that awesome site, it's a real treasure chest! ;D
Updated post: i said, i try something out. I scrapped the old mesh and i'm making this now. It's not quite done, but this mofo took me the whole day to learn and sculpt, especially the fenders, so i'll just post it and look what you say. So don't judge me too harshly. ;)
(http://img405.imageshack.us/img405/5561/somekindofbus.jpg) (http://img405.imageshack.us/i/somekindofbus.jpg/)
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I scrapped the old mesh and i'm making this now. It's not quite done...
I'd like to try out other shapes, like Ford, but i want to finish the two models first, before i begin something new.
You contradict yourself. Finish the truck, at least or you'll have two undone models instead of one ready. And don't tell too much or post undone stuff, you begin to sound like someone called Prosper.
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You contradict yourself. Finish the truck, at least or you'll have two undone models instead of one ready. And don't tell too much or post undone stuff, you begin to sound like someone called Prosper.
It is normal that he is scrapping not finished stuff as he improves in 3d modeling quick because he just began modeling and doesnt like his previous work anymore.
Let it roll some time first before interrupting his development in skill.
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Thats like a 50's-60's car don't fit fallout to much really.Fallout cars are like some high-tech retro cars.
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It is normal that he is scrapping not finished stuff as he improves in 3d modeling quick because he just began modeling and doesnt like his previous work anymore.
Let it roll some time first before interrupting his development in skill.
Thanks for the support, man. For the days i kept working on the mesh, it's still a mess, now the blender keeps spazzing out with texture load, showing me a crapload of black screen instead of TGA texture i made.
And this is this so far, i wonder if i should install a Max and learn that interface all anew. I'm mildly annoyed with this bug.
(http://img215.imageshack.us/img215/4043/arghhht.jpg) (http://img215.imageshack.us/i/arghhht.jpg/)
Also, Alvarez, don't worry, i'll get that truck done before you're done with your NCR trooper texture.
Sigismund, the retro style IS futuristic 50', so it will be possible to get some gadgets and stylish fintails on this DodgeVK-wannabe.
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^
Fun text :D
But anyways great job for making this.
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this car may help you for falloutish inspiration for future projects.
(http://www.dyna.co.za/cars/Studebaker_50_Bullet_Nose_Champion_Green_fs22.jpg)
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another one, for more examples google for studebaker (http://www.cruisenewsonline.com/48StudebakerStarlightCoupe/48StudebakerFeature-Top.jpg)
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I personally find UV mapping with blender really easy - the main catch is, that you have to mark seams wisely. And I'm not wise enough to do it without any problems. Anyway - I suggest searching for some UV mapping tutorials - handy stuff!
And keep up the good work. I find your track very promising and it's also good to see more people getting into 3d. We need all the help we can get right now with FOnline 3d development.
(^Actually I find myself a perfect example for the sentence above - my models are rather weak, but they still do a fine job from iso perspective ;) )
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I personally find UV mapping with blender really easy - the main catch is, that you have to mark seams wisely. And I'm not wise enough to do it without any problems. Anyway - I suggest searching for some UV mapping tutorials - handy stuff!
And keep up the good work. I find your track very promising and it's also good to see more people getting into 3d. We need all the help we can get right now with FOnline 3d development.
(^Actually I find myself a perfect example for the sentence above - my models are rather weak, but they still do a fine job from iso perspective ;) )
Thank you very much, Tommy. As for my previous fit of rage, it was really stupid mistake. I merely marked the picture, but didn't load them - it's always the small things, so sorry for short temper and my excuses to Blender foundation. ;D
ty, runboy93, i'm still on it! Delta77, the grill looks sweet, i think i might add it later.
Btw, i found a really good, pretty exact texturing work method - i separated the complicated mesh into simple, descriptive named, easy-to-unwrap parts, instead of marking seams in every corner. Also the UVs aren't that abstract, texture proportions aren't disfigured anymore and it's really easier to paint on the UV.
So far, it works good for a static model, but i don't know how much render ressources it takes for a animated one.
Perhaps it's possible to bake a one big texture in the end.
This is the today's work, the textures still need adjustments, but i need a pause after 5 hours working on it. Btw, i photographed them by myself. ;D
(http://img146.imageshack.us/img146/5310/busi.jpg) (http://img146.imageshack.us/i/busi.jpg/)
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oh its nice...but it still need a lil work
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Thank you very much, Tommy. As for my previous fit of rage, it was really stupid mistake. I merely marked the picture, but didn't load them - it's always the small things, so sorry for short temper and my excuses to Blender foundation. ;D
ty, runboy93, i'm still on it! Delta77, the grill looks sweet, i think i might add it later.
Btw, i found a really good, pretty exact texturing work method - i separated the complicated mesh into simple, descriptive named, easy-to-unwrap parts, instead of marking seams in every corner. Also the UVs aren't that abstract, texture proportions aren't disfigured anymore and it's really easier to paint on the UV.
So far, it works good for a static model, but i don't know how much render ressources it takes for a animated one.
Perhaps it's possible to bake a one big texture in the end.
This is the today's work, the textures still need adjustments, but i need a pause after 5 hours working on it. Btw, i photographed them by myself. ;D
(http://img146.imageshack.us/img146/5310/busi.jpg) (http://img146.imageshack.us/i/busi.jpg/)
i like the way you are going now
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I freeze this project for some time, should it be abandoned, here's the materials for public use, if you want to make something out of it or just laugh at the topography.
http://www.megaupload.com/?d=7Y168LVF
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it looks Good.... Is it suppose to be a bus? :P
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Yep.
Let me guess, you just wanted to post in every forum section? Thanks anyway for commenting.
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No thats not why. Im just not sure What it is. how many people is it suppose to hold?
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It was originally a part of a bus suggestion, shuttling between the cities. I imagined that the suggestion would be more attractive if it had some graphical content - in this case, a image of a bus. But now that i see that making suggestions on this forums is a pretty futile job, i decided to put it on ice for some time, since it was my primary motivation.
First, i was thinking of putting a open door with some darkened space reaching in the confines of the bus, to place a conductor inside the graphics, then as a challenge, i made the 3 rows of seats inside, among with a handle and steps. (9 passengers, perhaps one additional in the observation dome, which i wanted to place later)
The bus looks moreover like a armored wagon, because i wasn't sure about putting big, open, Wasteland-rare and tactically senseless glass windows, because of Harsh Wasteland with guns. So i thought a hard-to-hit embrasure would be a better, even if a less-lit choice of window.
So, for now, it's still possible to get a makeshift texture on it, (i suck at texturing), render, dither the image and iron out the minor flaws with Photoshop - then, we would have a ready-to-use bus graphic... Still, i'm heavily dissatisfied with the mesh, because the topography (layout of the edges, faces, which makes the surface of the model) is a mess (pieces put together, deleted and composed in frantical way of a solution-searching noob) and it turns really ugly if i try to subsurf it (smooth the edges automatically)
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It was originally a part of a bus suggestion, shuttling between the cities. I imagined that the suggestion would be more attractive if it had some graphical content - in this case, a image of a bus. But now that i see that making suggestions on this forums is a pretty futile job, i decided to put it on ice for some time, since it was my primary motivation.
First, i was thinking of putting a open door with some darkened space reaching in the confines of the bus, to place a conductor inside the graphics, then as a challenge, i made the 3 rows of seats inside, among with a handle and steps. (9 passengers, perhaps one additional in the observation dome, which i wanted to place later)
The bus looks moreover like a armored wagon, because i wasn't sure about putting big, open, Wasteland-rare and tactically senseless glass windows, because of Harsh Wasteland with guns. So i thought a hard-to-hit embrasure would be a better, even if a less-lit choice of window.
So, for now, it's still possible to get a makeshift texture on it, (i suck at texturing), render, dither the image and iron out the minor flaws with Photoshop - then, we would have a ready-to-use bus graphic... Still, i'm heavily dissatisfied with the mesh, because the topography (layout of the edges, faces, which makes the surface of the model) is a mess (pieces put together, deleted and composed in frantical way of a solution-searching noob) and it turns really ugly if i try to subsurf it (smooth the edges automatically)
But you've seen inplamented "cockroach"?
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Well I really like the idea! Doesn't the hummer already hold 8 people? So this one would hold 9? Thats actually cool. Hats off to the work you have done so Far. Im Looking forward to see what else you do to it! :D
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i do not think we need new cars, but this can be some sort of "train" that goes not as fast as a train, but it goes all over the wasteland
you can make "bus stations" in Klamath,Redding,SanFran,New Reno,NCR,Broken Hills, Modoc,Klamath
and the cach is that a ticket is 200 caps, but you can go down where ever you whant, also they can be more things like that
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i do not think we need new cars, but this can be some sort of "train" that goes not as fast as a train, but it goes all over the wasteland
you can make "bus stations" in Klamath,Redding,SanFran,New Reno,NCR,Broken Hills, Modoc,Klamath
and the cach is that a ticket is 200 caps, but you can go down where ever you whant, also they can be more things like that
I think if it really comes ingame there should be the Fallout1Citys included, or a second line like Hub, Junktown,NCR(again),...
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Bus looks too modular or 'whole' for the setting. I picture any bus in use at the time would be any truck with a functioning engine and enough structural integrity to make the trips.
Aside from this, nice little projects. However I'm not sure on the utility of such given that we have the Trains in-game, which is basically filling the role of this bus idea. Though, it would be nice to connect certain non-train towns or maybe other locations using such. Just a musing, though there is not really enough In the worldmap to require a secondary transportation system at present.
However, a secondary or underground/criminal network might also be nice given that if you ruin your reputation with a city by joining certain game factions kind of rules you out of using the trains in areas.
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Train tracks aren`t everywhere. A bus would be riding to Redding or somewhere else. However, that`s strange that New Reno had a train station from the start, but no train connection in 2238.
Lizard, may i continue this project?
Edit: Lizard, i haunt this abandoned, dead garage with your fucking truck.
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Lizard, may i continue this project?
Whatever.
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Hmm, Al, where's the top secret project we were on?
I stole it.