Complete: May 11, 2015
Original Post:
Hey all!
I'd like to learn new things and quicken the pace. I am modeling an Avex water bottle and a small/medium-ish sports bag. If I have time I'll try more but that's the core of it.
Deadline: April 25, 2015
Tools:
-3ds Max
-Photoshop
-Zbrush
-Marmoset (for testing only)
-Unity
New Stuff:
-NURBS modeling? (how often are NURBS really used?)
-Z Brush
-Importing and rendering in Unity (first time doing this)
Results:
-A modeled, textured, lit, rendered water bottle and sports bag.
-Emotional Confidence!!! Affirming and improving my understanding of modeling and texturing due to the 2 week limit, while learning new skills.
References:
-Bottle:
http://i.imgur.com/xfQzvI3.jpg
-Bag:
http://i.imgur.com/LhaepDw.jpg
For the cap I started with a cylinder and continued with edge modeling. For the base I used the lathe tool. I'm thinking of using turbo smooth and use 3ds max's retopo tools for the low poly.
Replies
Hey, thanks. Yeah turbo smooth. I've backtracked a bit. I'm having trouble with a few things. Two questions:
1. Getting dots in this rendered normal map from 3ds max. I'm guessing there's a render setting in the Default Scanline Renderer to get rid of these? The base of this bottle doesn't seem to need a normal map but just for my own knowledge how can I get rid of the dots?
2. I'm getting smoothing errors. Is there a better way to model the cap where the red circles are? Adding control loops adds hard edges in unwanted places.
Here is the low poly and high poly. Looks like I'm not going to reach my deadline. I'm glad I started this project though. I need to do more small projects like this so I can isolate both the problems and questions I have. I'll finish up this bottle before the month of May.
This is just a starting point:
Thanks Alec, I took your advice. Hoping this works. Gonna see if the normal map looks decent from this. As you can see I'm attempting to make one low poly piece from 4 high poly pieces: the base, cap, lid, and small bump on the back of the cap.
Does the low poly need to have correct smoothing groups in any way?
Here is an xnormal baking tutorial for you:
[ame]https://www.youtube.com/watch?v=l59_R7RENxE[/ame]
I've been using 3ds max for making the normal map. No settings that are out of the ordinary I think. 2k res, as a tiff file then converted it to 8 bit in photoshop.
This is what I'm wrestling with now. The corners of the holes are messy. I don't know how to get it right. There are two smoothing groups right now.
Anyone know how to create worn plastic?
Try selecting the polygons that are not the supporting edge and use the planar button. Just flop between X Y Z and undo 2/3 that won't work. Because right now the area looks a lil wonky.
Thanks, I figured it out. I didn't triangulate the model before exporting. The normals were getting screwed up.
Here it is. My GPU died so I finally replaced it. Here is the final result. Any feedback is good. Thanks for all the help. I should do more small projects like this...as long as my computer parts don't die.
Albedo, AO, Spec, Gloss, Normal
Here's a link to the textures. It's at the bottom.
Thanks. Are you able to be more specific on the beak? I dug in some damage on one side of it. Maybe I need to have damage uniformly across the entire beak? If I can jump back into this project I'll see what I can do. Thanks for the crit.