This small scene is designed to show off a US Military M1126 Stryker ICV mesh that I just recently built. The first 5 screenshots are 100% in the Unreal Development Kit (UDK). The later 3 are rendered in 3D Studio Max, so I could compare the High Resolution model to the Game Resolution model, plus a wireframe view.
The Game Resolution model is still fairly high res, it is about 55,000 Triangles. It might be a bit high for some engines, but it can always be brought down. I did not want to compromise the quality of the game res mesh, considering that lots of detail is on the modeling as well. However, it could be brought down even further if I had to. The High Resolution model, however, is around 500,000 triangles
Texturing was done mostly in Photoshop, but AO and Normal maps were generated using XNormal. The Stryker's body is assymetrical in nature, which forced me to take an interesting approach to the texturing. I could not merely mirror the sides, it had to mostly be unique (save for easily duplicatable elements, such as the headlight assembly). Therefore in order to maintain a high level of quality, I needed to employ some large textures. The Stryker uses 4 maps total, all of varying sizes. The body of the Stryker is textured using a 2048x2048, the gun with a 1024x1024, the front of the wheel a 512x512, and the tire tread is it's own texture at 1024x128. I did it that way because oftentimes, a tiling texture on a continuous object (like a tire tread) can cause obvious seams on the normals, despite the diffuse map lining up properly. It should go without saying that each map listed above has a corresponding normal map and specular map as well.
As for the scene, it employs a simple lighting system with a 3-point lighting rig around the Stryker, and a 4th Directional Light for the "sun." The terrain was generated in Unreal using the Terrain Editor and 2 Materials, plus a deco layer of small bushes. A height fog was also used to give an added sense of depth. Everything in the scene (other than the Stryker, of course) is straight out of UDK, I did not create any of the textures or deco layers...only assembled them for this scene.
This was an extremely fun asset to work on and I am very proud of the result!
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