Crates! The staple of every portfolio (if your unoriginal) :P
My first crate actually wasn't my first prop..Rather further down the road in fact.
Needs better texture work though (I'm amateur at best with texturing)
Aha mop! So you're partly responsible for cratematch. There's nothing quite like seeing a crate rocket jumping, landing, then trying to act all nonchalant and inanimate-like.
Aha mop! So you're partly responsible for cratematch. There's nothing quite like seeing a crate rocket jumping, landing, then trying to act all nonchalant and inanimate-like.
Ahh yes good times, should be included in every multi-player game.
CrateDM? Interesting you guys bring that up because I'm the creator of the mod originally released for Quake 2. I remember sitting at my mom's house on my birthday and telling Jon Jones I was going to make a mod for my BD, and made the whole thing that afternoon. I did my best to make people hate it. I even named the map "Go Fuck Yourself", but people ate it up. For giggles I put that in google and it surprised me to see there's a version of this mod for EVERY freaky FPS game out now. Man, I missed a huge payday on that one! What a legacy.
Look at you people with your chamfered edges. Back in my day we had cubes with the bottoms deleted.
Here's my first crate from a school game development project. This one was awesome enough to make it onto my first demo reel. Complete with animated 720 rotation so potential employers wouldn't miss a single detail.
This took some digging, but i found it!!! first crate i ever made....actually now that i think about it, its the only one. whew this thing is bad hahaha
You're absolutely right. The truth is I had a LOT of faces that weren't visible and I only noticed it when I saw the AO bake. I had a time limit so I ignored that in order to get it done.
All I can say is "OMFG" and "WTF". And I do agree with the space station comment. What I'm wondering is, what does the wireframe look like, and how many polys is this thing!?
Seriously though, good job on this. Would love to see what insane texture work you'd come up with to go with it.
All I can say is "OMFG" and "WTF". And I do agree with the space station comment. What I'm wondering is, what does the wireframe look like, and how many polys is this thing!?
Seriously though, good job on this. Would love to see what insane texture work you'd come up with to go with it.
Things as useful as hinges will never go out of fashion. Do you think we'll give up velcro?! How about the microwave!
Everything is better with hinges
Electro's crate is what I like to call "1 frames per second"...
Talbot... it actually runs at 60fps on current consoles and would be faster if they weren't locked to that by vsync.
Lots of people always smooth and smooth the hell out of everything to make it 'high poly'.
This crate actually has no smoothing at all, everything was modeled.
Here's a printscreen of wireframe from max viewport.
Lots of people always smooth and smooth the hell out of everything to make it 'high poly'.
That's because in order to get nice, clean normal maps you have to 'smooth' (i.e. Subdivide) the hi-poly geometry and ensure the bevels and chamfers are good.
Eraserhead: Sorry i meant to say, it has no MESHsmoothing.
Max has smoothing groups which can help make surfaces look perfectly smooth, doesn't need to be a sub-divided bevel with lots of polys to get a smooth result.
Sadly my 1st crate is on an Amiga demo I wrote, so I can't get any screenies. It was using a classic Wolfenstein type engine, but with 1/2 sized squares (so you could have crates that were halfway up to the ceiling, but the engine didn't do horizontal surfaces so the insides had to be a single colour to make it look like it had a flat top
Sadly my 1st crate is on an Amiga demo I wrote, so I can't get any screenies. It was using a classic Wolfenstein type engine, but with 1/2 sized squares (so you could have crates that were halfway up to the ceiling, but the engine didn't do horizontal surfaces so the insides had to be a single colour to make it look like it had a flat top
Of course, for the full effect it needs to be pixellated to buggery (it used A1200 raster interrupts to change the screen pallette every 6 lines, so the final pixels were
3x3 big, so it looked something like this:
Things as useful as hinges will never go out of fashion. Do you think we'll give up velcro?! How about the microwave!
Everything is better with hinges
Talbot... it actually runs at 60fps on current consoles and would be faster if they weren't locked to that by vsync.
Lots of people always smooth and smooth the hell out of everything to make it 'high poly'.
This crate actually has no smoothing at all, everything was modeled.
Here's a printscreen of wireframe from max viewport.
Glad to hear some people like it
That is sweet. How long did it take you to make it?
Replies
My first crate actually wasn't my first prop..Rather further down the road in fact.
Needs better texture work though (I'm amateur at best with texturing)
you're crazy, man.
412 triangles
my first cube thing....
Here's my first crate from a school game development project. This one was awesome enough to make it onto my first demo reel. Complete with animated 720 rotation so potential employers wouldn't miss a single detail.
Of course! I made my first crate last night.
keep them coming! Lets get this thread full of crates!
Me either
then go make one and post it!
lee i cant see urs up there. image taken down?
my crates.. yippie.
... well, it's kind of... cubical, you know :poly139:
Yeah, it's quite high-res but it was my first crate, first normal maps (reeeally subtle) and first specular maps all in one!
For better or for worst, it's the first.
woaaah...thats a pretty fancy crate
If a small child crawled under one...
HAHA...glad i'm not the only one who thought that immediately.
except for the cylinder container... oh, and the green crates (and the cylinder) were textured by a teammate.
All I can say is "OMFG" and "WTF". And I do agree with the space station comment. What I'm wondering is, what does the wireframe look like, and how many polys is this thing!?
Seriously though, good job on this. Would love to see what insane texture work you'd come up with to go with it.
that's a majorly HP crate
Exactly what I was thinking. Wonder if we would even see the actual edge loops or if the wireframe would just turn the screen white.
Things as useful as hinges will never go out of fashion. Do you think we'll give up velcro?! How about the microwave!
Everything is better with hinges
Talbot... it actually runs at 60fps on current consoles and would be faster if they weren't locked to that by vsync.
Lots of people always smooth and smooth the hell out of everything to make it 'high poly'.
This crate actually has no smoothing at all, everything was modeled.
Here's a printscreen of wireframe from max viewport.
Glad to hear some people like it
That's because in order to get nice, clean normal maps you have to 'smooth' (i.e. Subdivide) the hi-poly geometry and ensure the bevels and chamfers are good.
What?
Max has smoothing groups which can help make surfaces look perfectly smooth, doesn't need to be a sub-divided bevel with lots of polys to get a smooth result.
can we have a remake?
Of course, for the full effect it needs to be pixellated to buggery (it used A1200 raster interrupts to change the screen pallette every 6 lines, so the final pixels were
3x3 big, so it looked something like this:
Ah.. them were the days
That is sweet. How long did it take you to make it?