Completed this coke machine in a bit less than a week. It's been a really fun project to do, and to add to the portfolio, and I'd like to know what you guys think and what I should work on improving for the next project!
I like how you modeled the door and the inside while keeping the tri counts under 2K..
I would work on the rusty parts more...
And yeah..show us wire shots and flats...
I'm currently not at home so I don't have access to the mesh right now, although I had my flats on dropbox! I'll post the wires and a turntable tomorrow! For the interior, the bottle "holder" is just a plane, and each rail has like 8 tris each iirc.
Not the greatest unwrap, but it works ^^
Thanks for the crits on the rust, I'll re-work it!
I personally don't like the base you made. I know your thinking its sitting in some 50's ice cream shoppe or something, but that would n' really explain the rust and faded colors. I think you might have better luck if you made it look like it was in the desert or something. Like it was put out there and its been rusting in the sun for the past few decades. just my thoughts. but nice work. good job!
Nice.... I agree with the base being way too clean for your rusty coke machine..
My only problem with it is that the the rusty parts look like patches of mud being splattered against the surface rather than looking rusty and corroded. It might be too late to go back and fix but that's my only problem.. Other than that yours looks pretty solid.. Did you model the backside too? I would love to see it...
Yeah I didn't "texture" the base yet, only base colors to get the tiles and to get an idea. Like Steve said, I was aiming at a 1950s diner/ice cream shop like this :
Decided to throw in a few ideas in Zbrush. It's a bit of a mix between Fallout 3, Resident Evil movie in the "covered in sand" Salt Lake City.
Ignore the sand, just a quick test of how I'd like to have the sand vertex painted in the tiles. Around it, I would surround it with sand in UDK and possibly a few plants.
I'll also break the tiles a bit more, same with the bricks.
Kinda going after this kind of feeling to the "scene" ->
Going from your first post and the texture in that, I think the colour of your paint could use more variation and fading to it. In the ref I had the paint had faded away leaving a white coat underneath, but I assume you will re texture it now you have a Z-brush version?
Yeah I'm currently adding rust/fixing the existing one as pointed out in the Skype polycount chat. I already had the zbrush version, I just merged it in zbrush to check my scale and see how it would look once baked.
I'll add more faded/bleached paint, as if it had baked in the sun :P
@respawn : Not too sure about having the walls colored yet, but I've had a few people suggest adding a green tint to my spec, so I'll try it out and see how it looks!
I actually don't think the green walls are a bad idea. Just fade them WAY WAY down. More of a eggshelly pale green. And of course with lots of chipping and paint scratching off.
Tweaked it a bit. Added more AO, added a touch of green to the walls, added a bit of green in the coke machine's spec, pushed the texture of the tiles a bit more.
way better iMO, the contrast of the picture bring our attention to the coke mahine and overall it makes mor sens. Though, your still missing that Ao under your coke machine on your floor. The transition there is unrealistic.
May I suggest you add something to the corners of the bottom of your walls there, to break up the edges that are so solid along that 90 degree angle? Maybe have a small bit of rubble (would only make sense) lining the edges (not all of them, but enough to be convincing)? With a wall like that, some of the rubble was bound to land behind and along those edges. They are way too clean. :]
The plan at first was to bring it in udk and add in sand either with seperate geo or with vertex paint on the tiles. However, I want to showcase the prop itself more than an "environment" so I'll look into making the sand a seperate mesh and adding it on top of the tiles!
Replies
I like how you modeled the door and the inside while keeping the tri counts under 2K..
I would work on the rusty parts more...
And yeah..show us wire shots and flats...
I'm currently not at home so I don't have access to the mesh right now, although I had my flats on dropbox! I'll post the wires and a turntable tomorrow! For the interior, the bottle "holder" is just a plane, and each rail has like 8 tris each iirc.
Not the greatest unwrap, but it works ^^
Thanks for the crits on the rust, I'll re-work it!
Please, don't be afraid of crit-ing it, only way I'll get better
Let me know what you think!
but it would be nice if you added the 10 cent sticker part like this
http://www.icollector.com/Coca-Cola-machine-Vendo-V-81B_i9950322 and
http://gallery.antiquevending.com/spritev81d14p.jpg
Just so that spot sticks out more and people know what it is, it could even be ripped or something.
I personally don't like the base you made. I know your thinking its sitting in some 50's ice cream shoppe or something, but that would n' really explain the rust and faded colors. I think you might have better luck if you made it look like it was in the desert or something. Like it was put out there and its been rusting in the sun for the past few decades. just my thoughts. but nice work. good job!
I like the idea of the sticker too, would help a lot!
Thanks!
Is this for anything specific or just casual modelling?
My only problem with it is that the the rusty parts look like patches of mud being splattered against the surface rather than looking rusty and corroded. It might be too late to go back and fix but that's my only problem.. Other than that yours looks pretty solid.. Did you model the backside too? I would love to see it...
But
Decided to throw in a few ideas in Zbrush. It's a bit of a mix between Fallout 3, Resident Evil movie in the "covered in sand" Salt Lake City.
Ignore the sand, just a quick test of how I'd like to have the sand vertex painted in the tiles. Around it, I would surround it with sand in UDK and possibly a few plants.
I'll also break the tiles a bit more, same with the bricks.
Kinda going after this kind of feeling to the "scene" ->
Going from your first post and the texture in that, I think the colour of your paint could use more variation and fading to it. In the ref I had the paint had faded away leaving a white coat underneath, but I assume you will re texture it now you have a Z-brush version?
I look forward to more!
Yeah I'm currently adding rust/fixing the existing one as pointed out in the Skype polycount chat. I already had the zbrush version, I just merged it in zbrush to check my scale and see how it would look once baked.
I'll add more faded/bleached paint, as if it had baked in the sun :P
And a 5mb gif : https://dl.dropbox.com/u/2998568/Coke2.gif
really cool asset
good job e(tt)ienne
@respawn : Not too sure about having the walls colored yet, but I've had a few people suggest adding a green tint to my spec, so I'll try it out and see how it looks!
@Lonewolf : Thanks, means a lot to me!
HAHA
That's a pretty nice coke machine Boyso :] Textures are convincing
And it would be a good thing to bake an ambient occlusion for your in-between objects. Like in my second image example.
Uploaded with ImageShack.us
Uploaded with ImageShack.us
Prop looks great
http://www.filemagazine.com/thecollection/archives/images/BlueCouchGreenWall.jpg
Let me know if it's better!
May I suggest you add something to the corners of the bottom of your walls there, to break up the edges that are so solid along that 90 degree angle? Maybe have a small bit of rubble (would only make sense) lining the edges (not all of them, but enough to be convincing)? With a wall like that, some of the rubble was bound to land behind and along those edges. They are way too clean. :]
The plan at first was to bring it in udk and add in sand either with seperate geo or with vertex paint on the tiles. However, I want to showcase the prop itself more than an "environment" so I'll look into making the sand a seperate mesh and adding it on top of the tiles!