[CONCEPT] NF Jeep

Discussion in 'Art' started by Redskull, Apr 7, 2015.

  1. flasche

    flasche Member Staff Member Moderator

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    sexy, can we see her ass? or is it still the saem?
     
  2. Redskull

    Redskull Member

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    Rear is a bit different, extended it and added some lights

    [​IMG]
     
  3. D.D.D. Destroyer

    D.D.D. Destroyer Member Staff Member Moderator

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    Looks good, I like it.
     
  4. Z100000M

    Z100000M Vithered Weteran

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    Those seats look kinda narrow, wont players clip through the sides?
     
  5. flasche

    flasche Member Staff Member Moderator

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    i think its the gigantic wheels which blow the seats out of proportion. i think they are like 1.5m in diameter. (but leave them as they are they look good, maybe a bit more spacing for the small boxes in profile)

    also redskull did you really paint welding-seams onto the tank? awesome :D

    idk if it isnt too much of a hassle but the back could use a suspension aswell. maybe a leaf spring*? i imagine it being a pretty hard ride if the axle goes right through the chassis.
    also since you see the inside of the backwheels, disc-breaks please :)

    i hope im no annoyance :D


    *also notice how the chassis is bent at the wheels, that could make some nice detail i guess.
     
    Last edited: Apr 11, 2015
  6. Redskull

    Redskull Member

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    I think drum brakes might be more NF style :) I'll see if I can add some sort of leaf springs though, even if they won't be funtional it will certainly look better and more believeable.
     
  7. flasche

    flasche Member Staff Member Moderator

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    oh - drum breaks - yes ofc ... :)
     
  8. =PVCS) Cpatton

    =PVCS) Cpatton Member

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    Good shit. This needs to get into empires stat. This and a shorter NF rax would be a major facelift.
     
  9. Ranger

    Ranger Member

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    The front looks like a tractor to me. I think it's a well made ugly NF jeep. You could make the wheel a bit less fat to fix the steering problem and also add a windshield as it has been mentioned above. gj
     
  10. Redskull

    Redskull Member

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    Small update, I'm in the process of unwrapping this thing and will post pics when I have baked a normal map and AO.
     
  11. f1r3w4rr10r

    f1r3w4rr10r Modeler

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    Hold on a second. Are you just going to leave the rear transmission static as it is right now?
     
  12. ImSpartacus

    ImSpartacus nerf spec plz

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    Meh, petty details. I demand moar sex. Bring it to Spartacus. Updates need sex.
     
  13. Redskull

    Redskull Member

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    No I changed that, forgot I had a picture:

    [​IMG]
     
  14. f1r3w4rr10r

    f1r3w4rr10r Modeler

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    Nice work. I got nothing more I'd change on this thing.
     
  15. Redskull

    Redskull Member

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    I've unwrapped everything and made some basic textures, obviously not done but here's what I have so far:


    [​IMG]
    [​IMG]
    [​IMG]
     
  16. D.D.D. Destroyer

    D.D.D. Destroyer Member Staff Member Moderator

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    Looks cool but the feel doesn't fit NF. Maybe it's just the textures though.
     
  17. flasche

    flasche Member Staff Member Moderator

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    some seams need some 3d painting but it looks fucking awesome :D
     
  18. f1r3w4rr10r

    f1r3w4rr10r Modeler

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    As flasche said, there are some visible seams, but that might be just 3DS Max' viewport shading again. Also please remember, that Source actually uses an Ambient Occlusion channel, so please don't put it in the diffuse.

    If you want, I can help you set up the material, or do it for you.

    Oh and I really like the way you did the lights.
     
  19. Redskull

    Redskull Member

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    Yeah I think the seam issue might just be a max thing, I'll have to get it into Source to check. What's the benefit of having an AO channel? When I made the medium tank I just put the AO on the diffuse and it seemed to work?
     
  20. f1r3w4rr10r

    f1r3w4rr10r Modeler

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    Because that is not how AO is supposed to be used. AO should be all about blocking diffuse light from the surroundings (i.e. reflected, indirect light) but not direct light. Putting AO on the diffuse basically influences both and makes it look unrealistic. Putting it in the channel it's meant for means it's doing it's job just like it's supposed to do. Just take a look at my thread and the material work I am currently doing.
     

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