So I decided to complete the big sandwich games art test.
Here is the first one, An M80 ammo box;
And wires:
The restrictions:
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350 Triangles[/FONT]
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1 Diffuse Map at 512x512[/FONT]
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1 Specular Map at 256x256[/FONT]
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1 Normal Map at 256x256[/FONT]
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1 Transparency Map at 256 x 256 (optional)[/FONT]
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The Ammo Box needs to be functionally modeled so that the top latching can be opened up.[/FONT]
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On the interior of the box, have an unused ammo belt containing 7.62MM shells. [/FONT]
My box is sitting at 250 tris, and all maps to specifications, except for a specular map.
The handle is usable, and the front has all the stuff needed for a working latch in game.
Ive never worked with such a small normal map before, and the bullets arent looking quite as good as I wanted, but good nevertheless,
My Diffuse:
so any C&C would be great!
Replies
After looking at the actual test, here's a list of things you might want to fix.
1. Missing lettering on the box.
2. Textures need a lot more wear and tear, don't go overboard but look again at the reference. Your texture is too clean.
3. Textures could be mirrored to achieve a higher pixel density.
4. Edges could use some more wear in the spec map.
5. The corners of the box are too sharp, they need more triangles to round them out a bit.
6. Adding more triangles to the corners of the box will also help you fix the normal map smoothing artifacts you currently have.
7. The handle and latch on the side of the box both look a bit too narrow compared to the reference image.
8. You seem to be missing the piece of metal that attaches the latch to the side of the lid. I see a hint of it in your top left pic, but it needs be be more well defined. Same thing for the piece of metal attaching the hinge to the other side of the lid.
9. Make sure you follow the guidelines for texture resolution, if your spec map isn't the right size, make sure that it is.
Good luck
EDIT:
10. You're also missing a thin edge that runs around the top of the box part.
Put some time into your diffuse, as stated before right now it's just a flat color with an AO, it's your biggest map, use it better :P
I am currently rebuilding the low to add more geometry around the corners of the box, and around the bullets,
s0id3- I changed the size of the bullets on my HP, trying to keep it as close to real life as possible,
rasmus- Yah, its a wip:) Will put most of the damage in the spec map, (soon to come)
Ben Apuna- Thanks for the advice! you say I should mirror the texture, but wont that leave a nasty seam and bad artifacts on the side with flipped uvs?
5- on it!
8- I have that piece of metal baked into my normal map, I'll try and make it more obvious with the next bake.
9-the spec will be the proper size, when i make it
Fava-fly- yep, flat colors, just previewing atm, im fleshing out some bullets as i type:poly124:
Llamajuice- i did all ao maps seperately so there arent any ao overlapping when the box opens, what you see is an extra piece that will be brought out more in my next bake, here is the high:
just an extra piece of metal welded onto the front.
havent added the lip yet, almost done uv-ing my new low,
thanks for the advice guys!
Edit: just in case any wants to look at the test:
http://www.bigsandwichgames.com/testpage.html
In Unreal you need to mirror your UVs horizontally ←|→ in order to not get seams. UDN documentation on the matter, it's not 100% perfect but I think it's usually worth doing if you can.
It looks like you are going to use xNormal to display your final work, I'm not sure how it handles mirroring/seams.
You might want to take a look at using Marmoset instead, it's usually fairly easy to get good results with it.
I plan on using Unreal 3 to render the final image, as marmoset isnt agreeing with alpha maps, ive been looking for a way to implement them in the marmoset master thead, but no luck yet.
Marmoset:
and in unreal:
gonna give up on mirroring the normals, I have tried flipping normals, softening/hardening edges, and still nothing good. (you dont even want to see maya high quality:poly122:)
these shots are the best of the bunch, with normals all set properly and conformed faces.
perhaps it has to do with where my uvs are, as none are centered.
I'll try to just get it into marmoset, thanks for all of the advice Ben and everyone else!
personally if you had the tris spare i would deive up the plane with the bullets on OR i would try and imprive the normal/spec map to get the bullets reading better. its mostly because you can see the flatness of the plane because it runs into the sides on all 4 sides.. so its painfull obvious it has no 3d element.
dont be diecouraged keep going you never know you might learn some important normal mapping from this keep pushing it.
Thanks, Ben, finally got my model into marmoset properly
And Nistrum,
doh! im an idiot :poly124:
mirrored over the side and it works perfectly.
added the tris to the bullets and it does look a ton better.
Finals (I think):
on the left, at that angle, the bullets look like crap, but with the small end of the bullets on that end, it looked weird raised too much. and the bloom is killing the textures a bit:poly141: but all in all im happy.
and my textures:
C&C still appreciated!
Your diffuse and specular are doing nothing to accentuate your normal map.
What do you mean by the diffuse and spec accentuating the normal?
and thanks
so I still have the 512 and 256 tgas, just no more work on this I guess. *shrug*
was in a rush to check out my new spec map in marm that I saved my psd,
in 256x256.
the new spec doesnt look much better anyways:D!
I need to get some sleep anyways,
thanks guys.
johny and oobersli, thanks, I added some streaks to the spec, seems alot of my reference images had a wavy/washed out look, I tried to replicate that.
Nistrum: Crit away:)
Try a combination of: Dark scratch in the diffuse and strong/bright in the specular.
This works for metal in general quite good.
basically, just give it some character man!
Hal:
the dark scratch/light spec works really well, thanks!
Johnny Raptor:
so what your saying is to have a single plane on the bottom, with multiple planes sitting on top or a distance away? or a whole group floating?
Nistrum:
Wow, 'spec is all about contrast', that phrase really helped me out!
Sirdelita:
took a look at racer445s tuts, really awesome stuff, thanks for sharing.
G3L:
Im trying man, I think I will add a few more dents and such to the normal map, but I think I'll get my other maps nailed before adding in those.
the plane thing hes talking about (im guessing is making a slight gap beterrn the bullets with an alpha and place a 2nd plane slightly under the first. so you can just about pick out the 2nd layer rather than just havintg the black bits....
for now, I think I will start the second bit of the Art test.
Sand bags!
This is only a sculpt at the moment,
I dont know how the end that is tied up will work with it being in a pile and all, Im just hoping for the best atm.
Ref: http://darunaholic911.files.wordpress.com/2009/12/sandbag1.jpg
The specs are:
[FONT=Geneva, Arial, Helvetica, sans-serif]40 Triangles per Sand Bag.[/FONT]
[FONT=Geneva, Arial, Helvetica, sans-serif]Maximum usage of 20 Sand bags to make bunker stack, totaling 800 Triangles.[/FONT]
[FONT=Geneva, Arial, Helvetica, sans-serif] 1 Diffuse Map at 256x256[/FONT]
[FONT=Geneva, Arial, Helvetica, sans-serif] 1 Specular Map at 256x256[/FONT]
[FONT=Geneva, Arial, Helvetica, sans-serif] 1 Normal Map at 256x256[/FONT]
All C&C will be great!
PS. sorry about the crap shader in zbrush, just trying to let you guys see whats going on:)
in ZB go down to the lowest iteration and flare the end of the bag a bit more ATM the bit where its tied is wider than the end :P nice statrt tho
so here is one with less curves, I actually had to think of the low poly before I started to sculpt,:poly142:
exactly 40 tris, and all maps are to spec, I know there are a few seams, and I tried to get shots of the most problematic areas. I'll hopefully be able to fix the seams after some C&C
Edit: now with more image.
Good job.
its supposed to be a rolled-end sandbag, not widely used by the military, but much easier to model, was able to get it within my budget. also trying to emulate the example on the test page,
http://www.bigsandwichgames.com/image/SandBag.png
and the dirt is supposed to look like caked, dried, and cracked mud,
since these are supposed to be modular, I figured a bit of dirt would make them more dynamic.:)
doesnt seem to be working well, will work on it when I get off of work!
Hal: Thanks for the help.
The sculpt for the bag looks really nice tho.
Have a look at this to better understand how normals work, and how to setup smoothing groups and uvs so they bake correctly.
http://www.svartberg.com/tutorials/article_normalmaps/normalmaps.html
BTW, Racer does explain some of this in his tutorials as someone already mentioned.
My whole problem with the old model was the tri limit on the low poly mesh, I think I'll have another go for the old one now. I prefer it more too.
and to progg and brad, that seam/hard edge is where I cut my uvs, it is a soft edge, but since it is at such an acute angle, it is getting a very sharp look to it,
but I'll remake it.
Thanks guys
but as you can see, on the bottom, along my uv seams, there is a nasty shading artifact, I tried all combinations of hard/soft edges before and after bake, and I still cant figure it out.
all edges are soft, and the edges on the other side of the model, which are on a similar angle, don't have the uv seam, or the shading issue.
Baked in xnormal, viewed in xnormal, maya, then marmoset, just to see if there is a difference,:poly127:
oh, and thanks for the link Brad, that really helped:)
We'll try this. take your high poly and bake it without the surface details.
This will determine if its a matter of how you setup your uvs and smoothing groups or if its that little indent texture that is creating the seam (the surface detail you have if not lined up properly would cause a seam).
If you can bake the high poly without surface details, and don't get seams, then it is your surface detail causing the seams.
If your angles are not greater than 90 degrees and you have all your smoothing groups set to 1 then it should bake properly. If you have a spot with an angle greater than 90, you have to separate the smoothing groups and separate the uv chunk.
You should be able to get this baked and have no seam.
BTW your normals are not inverted right? (the green channel isn't inverted correct?)
here is a shot from Xn, with lighting on the left, and normals displayed on the right.
funny, if you look at the other sandbag model, the sharp corners were the ones on the uv boundery as well, every time I cut a uv out, problems arise in big ways around it. if its welded back on, then then every thing will work fine on the next bake, without changing any smoothing groups.