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"Tiger - I" PzKpfw VI Ausf. E
#280276
07/21/09 23:47
07/21/09 23:47
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Joined: May 2009
Posts: 258 Chicago
Jaeger
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Posts: 258
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Hey guys, Hey guys, Wanted to share some renders of the excellent work our vehicle modeling "Experten" has done.  These are mostly some ambient occlusion, aka "clay", renderings of the components, and shows the construction process. It's VERY close to being complete, and ready for UV mapping and skinning (which will be a pain, lol). This is going to be the German tank available in the free demo we hope to release soon. You can probably expect a Sherman 76 (or similar) next, as its worthy counterpart. I think everyone is going to be thoroughly impressed with the accuracy of the game's physics, which is one of the key elements of it. Well, enough talk, take a look:      
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Re: "Tiger - I" PzKpfw VI Ausf. E
[Re: Jaeger]
#280277
07/21/09 23:48
07/21/09 23:48
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Joined: May 2009
Posts: 258 Chicago
Jaeger
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     I hope to have the whole thing done, with more screenies and a movie soon. We're working hard to get a basic prototype of the game's design done soon, and complete the demo soon after. I'm going to be working hard to get some game trailers out in a timely fashion. This is honestly one of the most excellent Tiger models, especially an interior model, that I've ever seen, if not THE best. The historical accuracy is incredible. Of course, we've had to make sacrifices along the way, due to performance concerns, and lack of surviving Tigers and info. I'm hoping to get to a tank museum sometime soon and get pics of other tanks. Well, I hope you guys like it, and fire away with any relevant comments you might have! 
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Re: "Tiger - I" PzKpfw VI Ausf. E
[Re: darkinferno]
#280312
07/22/09 07:54
07/22/09 07:54
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Joined: Jun 2006
Posts: 2,640 Earth
Germanunkol
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One thing I noticed is that the tracks seem to have more polies at the front and at the back, where they bend. But if you're going to animate it, it may need to have the same number of faces on all places...? other than that, looking very good.
~"I never let school interfere with my education"~ -Mark Twain
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Re: "Tiger - I" PzKpfw VI Ausf. E
[Re: Germanunkol]
#280337
07/22/09 09:43
07/22/09 09:43
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Joined: Feb 2008
Posts: 3,232 Australia
EvilSOB
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Australia
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Germanunkol : From memory, I think he was just going to animate the texture of the tracks. Besides some up "up-and-down" vertex animation as the wheels go up and down.
Jaeger, I think it may be a bit HI-poly, but thats my opinion, and none of my projects have gone above 20,000 polys on-screen at once YET. I feel though that your modeller will cry when he sees how far it will need to be "cut-back" for enemy tanks or LOD levels....
As for its look? Looking beautiful ATM, and thats naked! (without texture)
"There is no fate but what WE make." - CEO Cyberdyne Systems Corp. A8.30.5 Commercial
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Re: "Tiger - I" PzKpfw VI Ausf. E
[Re: Cowabanga]
#280349
07/22/09 10:42
07/22/09 10:42
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Joined: Dec 2003
Posts: 1,225 germany
gri
Serious User
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Serious User
Joined: Dec 2003
Posts: 1,225
germany
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hi,
I think it's a bit HiPoly too. Or is the tank the "Gameworld" and the player controls a small insect living in that ?
Maybe your modeler use the high-poly model for textring stuff? Does he create a new lowpoly mesh or let compute down the mesh for ingame-use?
,gri
"Make a great game or kill it early" (Bruce Shelley, Ensemble Studios)
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Re: "Tiger - I" PzKpfw VI Ausf. E
[Re: Cowabanga]
#280360
07/22/09 11:08
07/22/09 11:08
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Joined: May 2009
Posts: 258 Chicago
Jaeger
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"I like the design!! But the name... is weird." -Cowabanga Lol, well don't blame me, blame Germans! http://en.wikipedia.org/wiki/Tiger_IIt's not a fantasy tank, lol.  Speaking of weird names... hmmm... Lol, just kidding! Yup, it's pretty high poly. But there are a few things to consider. #1) Inside the complete tank, there will be NO time where you can see the entire interior. We did some render and camera tests with it already, and the polies you see at any given moment are actually very reasonable. #2) Inside the tank, you can only see a tiny sliver of the outside world, IF you have a hatch or viewport open, and IF you're in a position that has one to begin with. #3) Most of the player's time viewing the outside world will be through the gunsights, through the driver's slit, through the radio man's MG-34 scope, or by manning the commander's position and sitting with his head out of the hatch. There are a couple games that have achieved similar levels of detail with no real performance hits as well. So I think it's going to be fine. Here, you're getting to see everything at once in "cut-away" views, but you won't be able to in game.  EDIT: The outside view of the tank is actually an old version. I don't have renders of the new one as of yet. But the tracks are going to be sub-divided so we'll have some vertices to pull back and forth with the suspension. The animation will be achieved through texture shifting and shader.
Last edited by Jaeger; 07/22/09 11:17.
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Re: "Tiger - I" PzKpfw VI Ausf. E
[Re: Jaeger]
#280410
07/22/09 14:43
07/22/09 14:43
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Joined: Dec 2003
Posts: 1,225 germany
gri
Serious User
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Serious User
Joined: Dec 2003
Posts: 1,225
germany
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Ah ha! You wanna creating a tank simulation!
I hope that the inside-view restrictions only work on "combat-mode". Would be realistic but bad gameplay.
And for the Name of the Tiger. We germans used sencefull descriptions for our war-material but only in our language. - Codename is "Tiger" - offical name = Panzerkampfwagen Nr.6(because there was 5 before) - Version "E" (changed equiqment as in other versions).
My favorit tank of this period is the PzKpfw IV , version "G" and "Hamerit surface". Its not so oversized like the Tigertank.
And the only reason to blame germany here is because we did this fuck'n war.
,gri
"Make a great game or kill it early" (Bruce Shelley, Ensemble Studios)
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