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November 13, 2013
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Mystery Machine [breakdown] by BringMeASunkist Mystery Machine [breakdown] by BringMeASunkist
Just finished my final render for the Mystery Machine! I'm super pleased to be done with this one. All of the texture was done one a 2k map.

Created in Maya, sculpted in ZBrush, baked with xNormal, textured in Photoshop and rendered in Marmoset Toolbag.

**Entered into the 3 Differences Contest (polymune.deviantart.com/journa… under the "fanart" or "game design" category, whichever seems more appropriate. The van is a re-imaginating of Scooby Doo's Mystery Machine, originally created in 1969 by Joe Ruby under CBS.
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:iconaddy1235:
addy1235 Feb 3, 2014  Student Artist
Nice work dude! If you ask me, I think you should try to mod this into some sort of driving game.
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:iconalexgrenlie:
AlexGrenlie Jan 29, 2014  Professional Digital Artist
so what do you do, make the low poly and then hit triangulate?
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:iconbringmeasunkist:
BringMeASunkist Jan 29, 2014  Student Digital Artist
Lol this is the second time you've asked this question on my work, dog.

Because game design is all about optimization, and because a triangle is the smallest form of a polygon, all game engines run on triangles. So when I make a low poly model, I remove every edge loop that isn't contributing to the model's silhouette; it's excess geometry that the computer is having to process but yields no actual results. (That's wasted computing power.) So yes, after optimizing a model down to the least number of polygons, all remaining geometry is then triangulated. FBX worked very well with the unreal engine and auto-triangulates very well so I let FBX take care of everything from there.
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:iconalexgrenlie:
AlexGrenlie Jan 30, 2014  Professional Digital Artist
woof woof
ok.
I never knew what FBX format was good for.
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:iconbringmeasunkist:
BringMeASunkist Jan 30, 2014  Student Digital Artist
Question for you, have you ever taken your art beyond maya?
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:iconalexgrenlie:
AlexGrenlie Jan 30, 2014  Professional Digital Artist
Nope.
I tried udk but I'd need to invest like 5 months into learning that and I don't even think it would be what I want to do.
I struggle immensely with texturing, unwrapping, all that stuff. I stay away from polycount these days because I just get called a moron
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:iconbringmeasunkist:
BringMeASunkist Jan 30, 2014  Student Digital Artist
lol ouch. well if you get the UDK itch, check out the 3D Buzz Video Tutorials from udn.epicgames.com/Three/VideoT…. I spent about 2-3 hours watching these videos and was comfortable enough to be functional. With the additional help of good classmates, I acclimated nicely to the engine. But this really only applies  if you want to get good at UDK. And FBX is how you move your 3D maya/max files into UDK.

Unwrapping is a huge part of 3D art so if this is, or ever becomes more than a hobby, it's super important that you step outside your comfort level and learn that.
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:iconalexgrenlie:
AlexGrenlie Jan 31, 2014  Professional Digital Artist
Ok thanks for the tips
keep creating awesome art
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:iconbringmeasunkist:
BringMeASunkist Jan 31, 2014  Student Digital Artist
Thanks bud. And if you ever have any questions or want honest critique, shoot me a private note. I'm serious when I say I have no problem lending a hand.
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(1 Reply)
:iconvashar23:
Vashar23 Nov 21, 2013  Student Digital Artist
very nice model

now the Scooby Gang can safely go against (fake) zombies and monsters
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