I would really like to try out making the scripts for a mountable jeep. Like in Halo.
Can’t promise i’ll get it done, but i’d like to try. And when i finnish it i’ll of course post the scripts.
Now i’d really like to have some good jeep artwork to work with and to make sure the sample project looks good when done. Anyone willing to contribute a jeep? In return everyone gets the scripts for mountable cars.
Cool–and aside from the FPS integration aspect, it could also serve as an example of a fully-feature U1.5 vehicle with wheel colliders and suspension A nice companion to the racing tutorial.
(In fact, someone could incorporate it INTO the racing tutorial.)
As always, interested in making some content. A Battle Jeep or Roadster of some sort would be fun to do. Let me know. Doors opening, big gun turret on the back for the character to use, etc…
We have the hummers we made for Open Fire. I don’t know if Jeff wanted to make those readily available, but I am fine with it. They don’t have any turrets or anything on them to aim, but you could get started being able to have them sit in it.
Those hummers are realy basic and low poly. Something more in the range of Halos worhog in design and in poly count would definetly be cooler. your call. I would love to know how you create an animation of a character getting into a vehicle and how calling it works. It just adds so much in Halo, and Batlefeeld looks lame when they just “pop” in and out of the vehicles. Jeff
So this example would actually need the jeep, or some other crazy vehicle, and a character with the right animations for hopping into the vehicle right? Or would this just be the magical “pop into the car” effect that Outcast mentioned. A demo with the scripting for how to get the character into place and then hop in the jeep using an animation would be really cool. Kind of like GTA where you hit the “Jack This Car” button and he walks around the car to get into place and then does the necessary animation to get into the car. That would be a sick demo that I’d really like to see. And it could be used more generically for stuff like “hit button to move into place and open this door” or “hit button to move into place and pull this lever to lower the drawbridge” etc…
anyone else working on a jeep model? Or is it just me? I’m nearly there, taking it’s time as I’m working and living at the same time, but I’ll have the mesh sans textures in the next couple of days.
Cool, someone needs to contribute a model. If you’re uncertain about the texturing then I’m down for doing it. I’ve never had the experience of texturing someone else’s 3D work. I volunteered to do the jeep/vehicle but got drafted into another tutorial which should be fun and out soon.
Been tied up with work this week… so my deadline for this has been push back a bit, sorry. The jeep is coming along, I’m about 95% done modeling, plus I need to extract a good UV map. Also I’m aiming for the 4k max limit for the model. At the moment the body of the jeep is taking about 2/3 of that, which is OK as it forms the main profile of the vehicle. I’m making it in sub-Ds so I can run a decimate algorithm over the whole once I’ve extracted the normal maps from the hi-res mesh.
Plus the wheels are really heavy so I will probably re-model those to bring down the ploy count.
This is my first model using Hexagon2 so be kind!
Formats I will supply it in are: Maya mb (with animations of gun turret going up down, etc) and obj with uv map.
FYI it’s a 2 man fast recon jeep. The gunner sits back on to the driver. And it is based on a pen drawing I did while talking to a client on the phone.
Looking sweet thylacine. The wheels certainly have a few unecessary subdivs, but if it’s under 4,000 polys for the whole thing then it’s not too much. One thing I’ve learned lately… Make the wheels a separate material since they will have separate transforms from the main body and will be a separate mesh. And unless the turret is going to be animated with bones or baked vertex animations, separate that material/mesh too.
Why not just make everything using bones? (Really, I don’t know) So each wheel is a bone and the turret stuff is all boned into the same mesh. (Warning: Terminology Abuse?)