D9R Bulldozer WIP crits please

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User offline. Last seen 3 years 2 weeks ago.
Posts: 45

So, I started this bulldozer quite some time ago.  I was making this for a class and was having a great time working on it.  I had stopped comming to this forum as frequently and was getting into my studies.  My friend here directed me to something which he said I would probably want to see.  It was THE EXACT bulldozer i was making only by someone much quicker and more efficient than I am, and he made a tutorial none-the-less.  I stopped all production of this thing because I didn't want to have something as a portfolio piece which someone made a tutorial out of because it might look tacky.  I decided that I would move on and if anyone asked say that I did not follow that tutorial.  I respect the man who made that tutorial in such a quick time and his looks very awesome to say the least.  In the next couple of weeks I plan on making a low poly and getting a rough material on it and in UDK

 

Any crits are more than welcome.  I am trying to get faster at modeling high quality stuff and will consider getting the Dozer tutorial to see how he was able to make this so quickly.  These were some major points in my progress. 

"I think the poop needs more spec. though."

-metalliandy

User offline. Last seen 3 years 2 weeks ago.
Posts: 45

Finished making the Low poly to be baked. Any crits?

wip_19.jpg

"I think the poop needs more spec. though."

-metalliandy

User offline. Last seen 3 years 2 weeks ago.
Posts: 45

Sorry double post

"I think the poop needs more spec. though."

-metalliandy

User offline. Last seen 3 years 2 weeks ago.
Posts: 45

I still need to work on the texture a lot.  Normals and AO are really off.  This is what i have at the moment, any crits?

finalunreal.jpg

"I think the poop needs more spec. though."

-metalliandy

User offline. Last seen 6 weeks 4 days ago.
Posts: 179

Can you increase the size a lot, then add some more screens to get a better look? thnx

Judging from the looks of the larger images, your low polygon model is much too low.  Add more polygons toward the bottom character level view...like adding edge loops on the tracks for the tread.

User offline. Last seen 2 years 34 weeks ago.
Posts: 6

I really like it. 

Poly looks fine to me, but what doesn't is that the cab is closed.  It would expand the model if it was an open cab, then had the inside filled out. idk Pull that engine cover off an put a greezy dirty half busted CAT engine in there, and GREAT BIG SMOKE STACKS, woo hoo! BLAB BALB BLAB BLAB BLAB BLAB... You could also scale the length, or do like an old hot rod an chop the top an scale the length.  That might be what Jake means by make it bigger, seems short. Can we put a great big dent in the cab, from when I drove it an backed it into a landed spaceship, because I never drove no Bulldozer before?  Soory about that btw  Sad Scratch up the blade, scratch up the tracks, maybe bust a track an have a little chunk mising.  Put a set of work/mud boots next to the door an a hard hat.  Give her a company/logo, like Mc Chuggerbuster.   :D  Where's the fuel cap an neglected clipboard with hanging pen?  Then may a calendar with naked chicks inside.

User offline. Last seen 2 years 25 weeks ago.
Posts: 25

on the Hi poly the cab and engine seems, to me, a little boxy still. Even for a bulldozer. Another issue contributing to this is the fact that every thing is stuck on. For example, the grab handles next to the window with the hinges. I think you could gain a lot by looking at the transitional areas.

 

Looks nice though.

User offline. Last seen 3 years 2 weeks ago.
Posts: 45

Hey everyone! 

 

Thanks for the suggestions.  I will be updating this as quickly as i can.  I am still very slow at the whole low poly baking process.  I do have plans on making an interior however i needed to cut that out to finish it for a class.  I will be adding it down the road. 

 

@GrindedStone: You gave a lot of really cool texture ideas and details.  I really need to get better at texturing so I think i will make this the model to do so with.  Im going to spend as much time on this as I can.  I was trying to make it to industry speed and then found out i lack the skill to do it at that speed.  I am going to finish it without worrying about time so i can learn as much as i can and speed up that way.  Thanks for the feedback!

 

@Andrewburka:  What do you mean 'stuck on'.  Do you mean that i need to add something which connects the handle to the cab?  Like a welding seam?  I'd like to add some more detail since i am most likely re-doing the unwrap/LP trying to make it as real as i can. 

"I think the poop needs more spec. though."

-metalliandy

User offline. Last seen 2 years 25 weeks ago.
Posts: 25

Yes i mean the High poly accessory pieces could have more detail that ties it it wit the rest of the cab.

I'm not saying model all of this photo realistic but in my experience its the details that lead to believability. So maybe find a few things you can do from a reference to have the individual areas talk more. Some of this could also be accomplished with the textures.

 

I could also be totally off base ... lol

ex.jpg