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February 14, 2010
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Dyazon Transport Truck by SHaDoW-WHiSPERER Dyazon Transport Truck by SHaDoW-WHiSPERER
Woot! Finally I am done this grand mother. After about 3 days of modeling, a week of texturing, and 17 minutes, 25 seconds of rendering I find that one of the stacks has a problem that had previously eluded me. IMPROPERLY MAPPED and HOSE FLIPPED!!! (I fixed after I rendered)

Name : Dyazon Transport
Length : 6m Weight : 5 tonnes
Speed : 40 km.hr
Shield : None
Armor : None
Armament : None

History : This unit is the standard ground based transport for frontier world equipment. Outdated by Core world standards, it stills uses an inefficient cold fusion power cell for its main energy source. In spite of being unarmored, this unit is still quite sturdy and can withstand significant punishment.

This unit generally carries a variety of hazardous and non-hazardous materials.

3d model © To Gage Bush
Shattered Steel © To Bioware
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:iconjobo123:
oooo just realised that it got textured! very nice :D
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:iconshadow-whisperer:
SHaDoW-WHiSPERER Aug 27, 2010  Student Digital Artist
Thankyou!:D
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:iconemilyahedrick:
Emilyahedrick Mar 9, 2010  Hobbyist Digital Artist
wow you did a nice job on it :)
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:iconshadow-whisperer:
SHaDoW-WHiSPERER Mar 9, 2010  Student Digital Artist
Thanx!
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:iconemilyahedrick:
Emilyahedrick Mar 9, 2010  Hobbyist Digital Artist
welcome :D
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:iconsgthk:
This has alot of improvement over your previous models. But there's still alot that needs to be improved.

The exhaust pipes are improperly mapped. I suggest using spline mapping for those. You could also try using cylintrical mapping on the large rods underneath the vehicle.

The lights at the front have a glow aura around them but they are clearly turned off.

The side doors have stretched UV coordinates. What you probably meant to be round holes turned out into oblongs.

Sorry if I'm being nitpicky. But that's what constructive criticism is like.
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:iconshadow-whisperer:
SHaDoW-WHiSPERER Mar 1, 2010  Student Digital Artist
Thankyou for being nitpicky. For the stretched holes I am still working on it (it would be easier if the relax pelt option did not start spinning the mesh around at 1000 freakin rpm every time I clicked it). I have fixed the exhaust pipes. The large rods I have fixed. The lights not being turned on are because I forgot to reactivate the texture in the multi/sub texture. Same with the bumper lights. Odd thing is despite the texture being turned off the glow filter still appears on one and not the other despite sharing the same material ID channel affixed to the same filter. Still cannot figure it out.:faint:
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:iconsgthk:
The relax tool is only good for nice curving meshes. Hard-edged models like these require you to use more manual mapping techniques like quick planar mapping.
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:iconshadow-whisperer:
SHaDoW-WHiSPERER Mar 1, 2010  Student Digital Artist
Crud.
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:iconsupuhstar:
Supuhstar Feb 25, 2010  Hobbyist Digital Artist
The ground is so reflective! o.e
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