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Timberwolf Cockpit (Low-Poly)


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#1 CaveMan

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Posted 23 August 2012 - 07:05 PM

I started work on a "game quality" cockpit interior for a Timberwolf. It's only intended for viewing from the interior, so the mesh only includes those parts that are visible to the pilot. The model is meant for realtime rather than studio rendering, with an eye toward average hardware, so the mesh density is not going to be very high. Much of the detail work is going to be done with texturing, so until I get the texes painted, it's going to look pretty barebones.

These renders represent the first day's work, with no details or textures. The bright pastel colors are there to distinguish various parts of the mesh, they don't represent the final appearance. Current polygon count is about 2000.

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Ejection seat and pilot egress tunnel. In my mind, BattleTech's artwork usually portrays 'Mech cockpits as being way oversized; I can't accept the Timbie's cockpit taking up the entire torso. So to rationalize the hatch being located behind the windows, I imagined a "chute" that the pilot climbs in through, complete with monkeybars. The seat headrest folds backward when not in use.
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Here the beginning of the cockpit shell. The rear bulkhead is made from a single quad, extruded along the edges, with a hole cut out for the tunnel.
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The shell now extruded forward, showing where the window frames are.
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Basics of the forward window frame.
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Interior view, before building the front console.
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The beginnings of the front console and glare shield, visible in fuchsia in #8
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Nose window frames assembled, ventilation fans added to the rear bulkhead, glareshield and overhead switch panel installed, meshes cut out for side control panels.

#2 Donner

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Posted 23 August 2012 - 07:25 PM

Good work. It looks really true to it's design.

#3 CaveMan

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Posted 27 August 2012 - 02:01 PM

Moved into a different house this weekend, so I didn't get a lot of modeling done.

Here are some new renders, showing off the joystick and throttle, foot pedals, and some additional interior details such as access panels and internal armor plating/spall liner.

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Current polycount is a humble 3539.

#4 CaveMan

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Posted 30 August 2012 - 11:53 PM

The gross modelling is done at this point, except for the pilot, which I haven't yet decided how to tackle. So for now it's on to detailing the panels. To that end I've started work on the overhead panel texture to mark out where the switches and displays will go.

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Edited by CaveMan, 30 August 2012 - 11:54 PM.


#5 Fooooo

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Posted 31 August 2012 - 12:13 AM

Nice work man.

It seems to be coming along well.

Can't wait for all the textures to be done. :) (I personally hate doing UV & textures because im so poor at it :P)

#6 CaveMan

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Posted 31 August 2012 - 12:25 AM

View PostFooooo, on 31 August 2012 - 12:13 AM, said:

(I personally hate doing UV & textures because im so poor at it :))


I actually don't like modeling and love texturing. I never end up doing exquisitely detailed, mega-polygon models because I would always just rather paint the details!

#7 CaveMan

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Posted 31 August 2012 - 01:35 PM

Overhead panel start and override switches installed.
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A lighted reactor start button with various readiness states (boy was coming up with the material settings for this one a pain!)
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#8 Joe3142

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Posted 31 August 2012 - 02:47 PM

Looking pretty neat :)

#9 CaveMan

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Posted 31 August 2012 - 07:02 PM

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Got my first MultiFunction Display panel and a Line-By-Line Display built. That finishes the equipment for the overhead panel, now I just need to texture those parts and I'll be on to another cockpit section.

#10 Claw55

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Posted 31 August 2012 - 07:12 PM

This is really well done! Are you a professional, or just that good? B)

If I may ask, what program are you using?

#11 CaveMan

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Posted 31 August 2012 - 07:39 PM

View PostClaw55, on 31 August 2012 - 07:12 PM, said:

This is really well done! Are you a professional, or just that good? B)

If I may ask, what program are you using?


I've got a college degree in digital animation, but I'm not currently doing it for a living. So, in one sense I'm a pro.

I'm using Blender 2.63 for modeling and GIMP 2.8 to paint textures. Both are free and open-source.

#12 Hellkat

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Posted 31 August 2012 - 07:42 PM

Shiiiiiiiiiiiiinyyyyyyyyyy o_o *paws at*

#13 Joe3142

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Posted 01 September 2012 - 10:25 AM

View PostCaveMan, on 31 August 2012 - 07:39 PM, said:


I've got a college degree in digital animation, but I'm not currently doing it for a living. So, in one sense I'm a pro.

I'm using Blender 2.63 for modeling and GIMP 2.8 to paint textures. Both are free and open-source.


Good to see another blender user :P

#14 KaiserTodretter

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Posted 01 September 2012 - 11:06 AM

I had preferred blender for straight modeling more than any other program while I was using it but Maya's texture editor was much more intuitive for me. I don't think I ever managed to texture in blender even once now that I think about it....

#15 CaveMan

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Posted 01 September 2012 - 04:50 PM

Textured up the MFD panel's OSBs and alphanumeric keypad.
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Did I mention the buttons glow in the dark?
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Because they glow in the dark.

#16 CaveMan

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Posted 01 September 2012 - 06:15 PM

Sometimes animators get bored and stuff like this happens.

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All systems: AWESOME!!!1!

#17 why485

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Posted 01 September 2012 - 06:19 PM

Very good work. I'm loving the detail in the cockpit displays and instrumentation. Keep it up!

#18 CaveMan

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Posted 01 September 2012 - 09:28 PM

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Alright, I think that about does it for the overhead panel for now.

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Okay, okay, one more render for tonight just because I'm proud of my work B)

Edited by CaveMan, 01 September 2012 - 10:33 PM.


#19 Sean Lang

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Posted 02 September 2012 - 11:39 AM

I'm like what you are doing. It is not every day someone takes the time to do this. I'm looking forward to seeing more work in progress and the final!

#20 Skadi

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Posted 02 September 2012 - 11:42 AM

View PostCaveMan, on 01 September 2012 - 06:15 PM, said:

Sometimes animators get bored and stuff like this happens.

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All systems: AWESOME!!!1!

*looks at picture and see's no awesome*
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