ArkII Roamer

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ArkII Roamer // Work in Progress

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Post by clintonman // Aug 21, 2008, 5:52am

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The ultimate goal is to model this sci fi vehicle from the 70's show ArkII and add it as a vehicle in the Unreal Tournament III(ut3) game. Pictures show a screen shot from the show, my false start with box modeling and then the sequence from using edge extrusions to build the shape. I think the box modeling would have worked ok if the image planes lined up better than they do. The Scorpion vehicle from ut3 has about 6700 triangles so that's the count I'm shooting for in this model.

Post by clintonman // Aug 21, 2008, 5:53am

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Some more shots.

Post by clintonman // Aug 21, 2008, 2:35pm

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It's starting to take shape now. Boolean subtracted the headlights and other holes, added the wheels and the steering wheel and started on the back seat. The front seat is the only part so far to use SDS.

Post by W!ZARD // Aug 21, 2008, 7:09pm

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Looking good! A nice change from all the muscle cars and lambourghinis we see modeled. I like the design of the vehicle - looks practical as well as spacey!

Post by Jack Edwards // Aug 21, 2008, 7:50pm

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Toyota actually sold a minivan that looked like this during the late 80s (early 90s?). Can't remember what it was called of hand though...

Post by clintonman // Aug 22, 2008, 7:48am

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The car was actually built on a vw bus chassis and is a modified Brubaker Box design. I have the show on DVD and one crazy thing I noticed is that the tall actor's head was sticking up above the roof of the car.

Here is a link to info about the original vehicles used in the show.


http://www.angelfire.com/tv2/ark2/vehicles.html

Post by Jack Edwards // Aug 22, 2008, 11:08am

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Nice. This retro stuff is pretty cool. :cool:

BTW, looks like that Toyota van was made during the 80s:
http://en.wikipedia.org/wiki/Toyota_Van
I seem to remember it looking more angled in the front, but then again I was probably only 4 feet tall at the time... lol.
(Check out the old commercials on YouTube too, it's pretty funny. :eek:)

Post by Weevil // Aug 22, 2008, 11:21am

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Looking good! A nice change from all the muscle cars and lambourghinis we see modeled. I like the design of the vehicle - looks practical as well as spacey!

Oh? My delorean obviously hit 88 miles an hour before saw it then. :D Aaaah, it'll be back...around about...now*clobbered*

*Ahem* Anyway.

It's certainly a different way of modelling it, I never knew about extruding vertices. How do you do that?

Oh? My bro asks what UT context this vehicle is going to used as
(idiot translation. Speed or guns?)

I'm guessing speed myself

Post by clintonman // Aug 22, 2008, 11:52am

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Oh? My delorean obviously hit 88 miles an hour before saw it then. :D Aaaah, it'll be back...around about...now*clobbered*


*Ahem* Anyway.


It's certainly a different way of modelling it, I never knew about extruding vertices. How do you do that?


Oh? My bro asks what UT context this vehicle is going to used as

(idiot translation. Speed or guns?)


I'm guessing speed myself

I extruded edges not vertices by using the dynamic sweep tool. I don't know much about UT contexts so I'll guess and say that the speed is the context I'm going for.

Post by W!ZARD // Aug 23, 2008, 1:16am

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Oh? My delorean obviously hit 88 miles an hour before saw it then. :D Aaaah, it'll be back...around about...now*clobbered*



LOL - the Delorean is in a class all of it's own!!;)

Post by clintonman // Aug 31, 2008, 11:26pm

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Here I started detailing the steering wheel. I used a script to move the pivot to the center of the wheel and then created the cylinders on the surface and sunk them in and boolean merged evrything together. Separated the cylinders from the wheel and they inherited the pivot then just copy and rotated them into position for boolean subtraction.

Post by clintonman // Aug 31, 2008, 11:34pm

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Detailing the tires. Here I worked out the tread pattern for the tire. It took several attempts to get it right. After I got a good tread I chopped out that portion of the wheel and used the same technique as with the wheel holes. I used a script to move the pivot to the center of the wheel, recorded a jscript macro of the copy and rotate of the first section and then just ran the script about 46 more times to finish up the tire. With the geometry all in place use boolean merge for all the tire pieces and then cleaned it up with heal vertices tool. Final pictures shows the progress so far.

Post by Nez // Sep 1, 2008, 12:16am

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Looking good, and interesting to hear you describe some of your techniques - though I have to say (as someone who hopes to be installing 7.6 when I get a computer upgrade in the next few months) I find some of the techniques sound very complicated....


In 5.1 (which resemebles the 'model space', I don't have to run a script to change the axis/pivot of an object (e.g your 'tread' objects to the centre of the wheel) and wouldn't have to use a script to make multiple copies either... I use the CopyEx plug-in but I believe the 6.6/model tools include array features that would make this easier... I can see that it may be hard to persuade me out of the Model-side environment for a while.... unless it's just that the descriptions make it sound more complex than it really is...:o

Post by clintonman // Sep 1, 2008, 5:52am

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It's not as bad as it sounds, but I totally agree that the model side axis tool is better and easier to use. Just turn on vertex snapping, expose and move the pivot till it snaps. The standard array tools I think would be more difficult for the copy portion since you can't snap the center of the radial array. Thanks for the CopyEx tip. I'll have to look that up.


Edit: added video demo, no sound

Post by Nez // Sep 1, 2008, 6:25am

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I don't know for sure if you'll find it anymore - it's an old plug-in by Chikara Kojima (CK GAme Factory?) which was originally produced for versions 3.x-5.x. Having got no further (yet) than 5.1 myself, so I don't know if it will work under 6.x or Model side... drop me a PM if I can help further on that...


actually, I'll be somewhat annoyed if I have to go looking for 6.x versions of some of my other plug-ins to support my move up to 7.6 as I may struggle to find them... e.g. don't know if the version of Luuv I have is OK for 7.6 or whether I need a different version, will have to go look that up. At least the site stil lexisted for that last time I looked - same can't be said for quite a lot of the others...

Post by clintonman // Sep 1, 2008, 6:29am

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...


...... e.g. don't know if the version of Luuv I have is OK for 7.6 or whether I need a different version, will have to go look that up. At least the site stil lexisted for that last time I looked - same can't be said for quite a lot of the others...

Luuv is included in 7.6

Post by clintonman // Sep 2, 2008, 5:58pm

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Modeling portion is finished except for the instrument cluster. Next will be texturing.

Post by Shonner // Sep 2, 2008, 9:53pm

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So there's no smoothing? The curves are boolean made?

Post by clintonman // Sep 3, 2008, 9:10am

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It's all polygon modeling except the seats have sub division. The headlights and the holes in between are boolean cutouts. Smoothness is from controlling the normals with the autofacet tool or selecting stubborn polygons and forcing smooth.

Post by W!ZARD // Sep 3, 2008, 10:40am

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Nice work - and thanks for the insight into your modelling techniques

Post by Breech Block // Sep 3, 2008, 10:50am

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Great work. Looks really cool. Can't wait to see the texturing.

Post by clintonman // Sep 6, 2008, 4:35pm

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Alrighty then, the texturing is mostly done. The biggest thing missing at this time is a bump map. The final model came out at 67087 vertices and 87823 faces. I'll need to create a low poly version and normal map before the transfer to the game. There was one huge gotcha while I was working on the texture. I was using the TextureShader from the Shaders - Color Shaders library to apply color to the model, but the colors got all blotchy looking. After spending a lot of time trying to correct the colors in photoshop and through some experimentation I found and unchecked the "EnableCompression" checkbox on the InputBitmap inside the Texture Shader and that finally fixed the problem. What a pain in the butt. Anyway, moving forward, here are the latest screen captures.

Post by clintonman // Sep 6, 2008, 4:37pm

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Two more pictures that didn't fit in last post

Post by kena // Sep 6, 2008, 5:45pm

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looking good!!! - someone in the Tutorium was requesting a tutorial on how to make a car this way... you could do a tut on it.

Post by clintonman // Sep 11, 2008, 4:19pm

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Just finished the game mesh. The counts are 4095 vertices and 4649 faces. Next I'm going to try to get it into the unreal3 game engine. A normal map was generated for the tires and a few other detailed pieces.

Post by clintonman // Sep 22, 2008, 7:33am

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It's Done! Woohoo!


Here are some screen shots from the game. There were some coding problems that I wasn't able to fix, but the vehicle can be driven in the game.

Post by trueBlue // Sep 22, 2008, 7:51am

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Awesome! :)

Post by noko // Sep 22, 2008, 9:23pm

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WoW! AWESOME DOUBLE! Thanks for sharing.

Post by TomG // Sep 23, 2008, 8:17am

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Looks really good in-game! An interesting juxtaposition of styles there, between your vehicle and the landscape it now inhabits :)


Tom
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