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Old 03-02-2014, 03:50 PM   #1
marcobar
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Marcobar - Old School - Raptor: Call of the Shadows

This sounds like a perfect theme for a game art challenge, and a chance to relive some of the old classics!

Raptor: Call of the Shadows was one of my favourite games when I was a kid, and since it all centres around one vehicle it seems to be ideal for a challenge like this one. With 16k tris to work with I may even have enough resources to make an entire top-down scene in the UDK!

I haven't started working on anything yet, but here's a sheet of some reference images I put together:

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Old 04-02-2014, 06:39 PM   #2
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Quote:
Originally Posted by marcobar View Post
With 16k tris to work with I may even have enough resources to make an entire top-down scene in the UDK!
The 16k is for your character/vehicle. You can use as many polys and textures in your winning shot and pedestal.
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GreatKaiune3D! Thank you:
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Old 06-02-2014, 03:40 AM   #3
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Ahh, I see. In that case maybe I'll splurge on the plane, or perhaps make the main vehicle and a couple of enemies fit within the tri and texture limit.

In any case, I've started a bit of preliminary modelling on the plane. I'm working mainly with the reference image I put together, and cross-referencing with a blueprint of an actual F-22 Raptor I found online for the general proportion and wingspan of the plane.

Right now I'm just trying to get a feel for the basic shape of the vehicle before I spend too much time refining it:
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Old 21-02-2014, 11:13 PM   #4
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I wasn't satisfied with the geometry of the plane fuselage, so I spent some time remaking it with cleaner edge loops. I've also refined the overall shape of the plane, and after trying out a few different possible silhouettes, I decided to go with one closer to the in-game sprite than the more stylized box art:

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Old 22-02-2014, 12:29 AM   #5
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Looking good! Used to love this game back in the days. As for crits, these may be design choices, but they caught my attention, your model feels quite lean, while the ingame sprite feels very thick (especially the engines) and the back part/wings feel a bit small. Keep up the good work!
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GreatOjah! Thank you:
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Old 22-02-2014, 03:05 AM   #6
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@Ojah It does seem a bit thin on second look, I agree. Right now it looks a bit too slick, as opposed to a vehicle which could be fitted with a truckload of massive guns!

I don't really want to make the engines themselves too much bigger, I feel like they look a bit unrealistically bulky in the original game. I think instead I'll widen up the 'square' part of the plan a bit more, and beef up the wings to give it that heavier look.

Hopefully tomorrow I'll be able to put more time into it, so we'll see what I come up with.
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Old 23-02-2014, 03:33 AM   #7
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I've managed to get it feeling a bit bulkier with some tweaking of the overall proportions and shape of the plane. Not sure how much more detail I'll work into the model at this point, I don't want it to look too densely packed with little bits and gadgets.

Last edited by marcobar; 23-02-2014 at 03:25 PM..
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Old 24-02-2014, 04:17 PM   #8
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Looking better, like the new positioning of the engines/stabilizers. Could you perhaps show a top view?
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Old 24-02-2014, 10:53 PM   #9
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wow, I loved this game...
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Old 27-02-2014, 02:55 PM   #10
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I thought I had posted this yesterday, but I guess it didn't go through! Anyways, here it is:

@Ojah yes, you can have a top view! I've been constantly looking at the top view ortho in max because I want the model to stay true to the original sprite in the game, and am thinking of whipping up a little top-down scene for it as one of the final renders.

@henriqvist I loved it, too.

This is pretty much the final model of the plane itself, with the exception of the guns which I'll be tacking on separately. I'm currently working on UV mapping the whole thing, and it's taking a while because of all the funky shapes. I added a couple more rocket boosters to the back because it didn't feel 'fat' enough before, and I like the overall shape much better now.

I'll post some more renders soon with the guns I've come up with, and then hopefully some texturing progress. I've got a lot of life stuff going on right now, so hopefully I can finish this in time!

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Old 01-03-2014, 01:52 AM   #11
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Just over 72 hours to go! Yikes.

Texturing progress: I've worked up a high-detail version of the plane inside of max, and did a quick test to see what it would look like baked onto the low-poly model. There are obviously lots of problems with the normal map to iron out, and I have to experiment with the baking process to get rid of some of the artifacts and warping, but I think it's looking pretty good so far!

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Old 02-03-2014, 08:15 PM   #12
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Here's the final entry I put together for submission. I wanted to do a lot more with the model itself and the textures, but I'm currently in the process of moving to a new place, and there hasn't been as much spare time as I'd like to put some more things together!

Good luck to everyone in the twilight hours of getting their submissions ready!

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Old 11-03-2014, 12:52 PM   #13
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Congrats on winning the challenge! Model looks great!
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Old 11-03-2014, 07:32 PM   #14
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Thanks, Ojah! I may whip up a little hangar scene so that I can better display it in my portfolio. I'll post updates here when I get around to it.
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