Since we were talking about doing a quick, unofficial challenge in this thread:
http://boards.polycount.net/showthread.php?t=60606Small Prop Challenge:Make an awesome crate, storage container, portable generator, etc. These specs are geared towards an object about 1-2m square, but feel free to play with that as you see fit.The Specs
Triangle Count: 500
Texture Size:
512x512 RGB Diffuse
512x512 RGB Normal
512x512 RGB Spec
512x512 RGBA effects maps ** Use these maps for anything that isn't a diffuse, normal, or spec map. these maps may be broken into smaller maps, IE a 512x512 glow map and a 512x512 alpha-opacity map; or 4 256x256 decal maps; or a 512x512 gloss map (greyscale), and a 512x256 decal map (RGBA), and a 256x256 glow map (RGBA). You've functionally got 4 512x512 greyscale maps to work with and break up however you see fit.Begin DateRight now!End DateSunday, February 15th, 23:59 GMTthat gives us 2 weeks or thereabouts and gives us a week to clear our heads before the Dominance War Submission Rules
Submissions will require a action/beauty shot at 800x600 with real-time shaders (either in-engine or in-Max/Maya/XSI/etc with a viewport shader), a construction shot, and texture sheets. Texture sheets can be re-sized to 50% for presentation purposes.
PUT ALL ENTRIES IN THIS THREAD. TREAT IT LIKE THE WAYWO THREAD. THANKS
I think thats everything.
*changed some of the specs.
Replies
Thanks!
Can't believe I'll be in Animex for most of this...I'll definitely get something together when I get back though!
Haha.
http://boards.polycount.net/showthread.php?t=60557
No this is not what I had in mind. BUT feel free to run with it.
I figured with the stats it let people get a bit more crazy. Think of it as a crate that you'd take cover behind in Gears, not a crate in an open-world warehouse.
I want to try out that Stefan Morrell Zbrush ornamental inflating technique posted by Dekard here
Here is my low poly finished; crits very welcome, especially towards getting rid of those 18 polys.
Some WIP, not sure which one to continue...
The plan is to link it all together with chains or rope or something.
Well here is my WIP for this comp, i have a road case laying around the house i take to gigs and i based my model off that.
I am exactly 1 poly over :S is that even possible?
also what format are exporting the normal map to, that might be pulling the quality down
Hey there Shepeiro, thanks for the crits. You are correct in your assumption that the diffuse came first. I have that problem with trying to "beauty" up the diffuse toomuch with drop shadows... I need to rely on the normal more. The opening is chamfered / extruded in the geometry, and there is a division in UV's on the diffuse, although you are right that there is too much shadow work. Great crits, thanks!
Max defaults the normal bake into a .tga, is there a better format for normal mapping? 512 must be the smallest size used now a days for a normal, that must be contributing somewhat to the problem, i can probably push it more...
My original post was one color. I'm guessing Jesse downed a bottle of vodka and a 2lb bag of skittles while editing my post
I'm going to try to work on a submission this weekend.
ahhh something like that my friends. something like that.
In PS took out all the diffuse shadowing.
Increased the specular power as well.
looks the same practically lol. subtly different...
couple questions about unreal offhand - change the size of the playback window how? Typical workflow for ramping normals? I used Power and a constant. also tried duplicating normal texture sample, taking one subtracting out red and green (edit: with a Vector 3: IE R-0 G-0 B-1 ) and adding that to the original to increase the Z-depth... didnt work so well. Anyone do this?
Here is my final shot; crits again welcome as always -
[ame]http://www.youtube.com/watch?v=VwlMHJE82Mk[/ame]
Micro, your normal map looks a bit aliased. It doesn't seem to have much of an effect on the filigree, either. I'd like to see the leather creases in it. Overall your normal map doesn't seem to be very effective, which is strange considering the amount of detail in it.
I'd like to see the leather have a very subtle, warm spec to it. It should shine where it has been rubbed smooth and dark and developed an oily sheen, and then not shine where it has been scuffed and is lighter. You should use your gloss map to make sure its very diffused.
I'm not sure what sort of metal the filigree is supposed to be - if its brass the whiteish color is ok, but if its gold you should add more color.
explanation laterz
edit: Ok, I have NO time for this but I was thinking about cool little gadget things that could hold contents ala Sheps entry and I remembered those cryptex things from the Da Vinci Code. It's not 1-2m in size, but it could still be considered a crate!
early wip
http://planetquake.gamespy.com/View.php?view=MOTW.Detail&id=199
OK on to biz. Here's my crate in untextured glory
whoops
Reference:
I'm going to simplify the rope and delete bottom faces and a few other things and see if I can bring the tri count down then I'll get started on the high poly so I can gets to baking
EDIT: Yeah, I'm gonna simplify the ropes, those bitches are taking up 384 tris
498 tris! converted everything that was 8 sided to 4 sides, got rid of some bottom faces, target welded some stuff that could be accomplished in the normals (hopefully)
high poly..done, for now at least.