Home 3D Art Showcase & Critiques

Learning how to bake in Max Part 2

Now, I'm onto the next project. For this one, I'm doing a heat gun. (This was my original prop but decided to use the simpler "industrial heater" to learn the process. Now, its time to tackle this prop). I just finished the High Polygon model and will now move onto making the Low Poly.
Again, I've included the reference image in one of the renders. I was instructed to add a few more details in order to get the most out of this lesson. So, I added a beveled handle and more air vents in the rear. I also made the vents slightly wider with the notion that this will yield a cleaner normal map.

Replies

  • Ott
    Offline / Send Message
    Ott polycounter lvl 13
    Turn OFF the Area filter and at least use Catmul-Rom with supersamplers turned on. It also helps to add a slight bit of specularity when working with high poly assets to get a better feel for the roundness of the asset.

    I think when compared to the heater this is taking a step back. It's not easy to model out the handle part and the back, but when it comes to creativity I still feel like this is lacking. Maybe add some bumpy bits to the handle (They could pop out instead of in, so you could just float a boatload of spheres) - http://cfnewsads.thomasnet.com/images/large/493/493185.jpg

    You could also go a different route with the trigger and go for more of a beefier switch style with different settings - http://visual.merriam-webster.com/images/house/do-it-yourself/painting-upkeep/heat-gun.jpg

    OR, you could add a couple more details and get a REAL Heatgun!
    http://www.propackonline.com/jetpack888.jpg
    :poly124:

    I assume this thing gets plugged in somehow - would like to see the bottom part for the cord at least. - http://www.carpettool.net/751_cmyk.jpg

    Just some thoughts!
  • d_woo77
    Shoot! Ya' got me.

    Yeah, after I finished making the high polygon model for this prop, I was a bit concerned with how easily I pulled it off. My ego kept insisting that I was that good, but when I saw the models the other students had made my ego then drank a bottle of J
  • d_woo77
    I've imported my mesh into UDK. Here's a glamor shot of a few screen grabs I took. I'm starting to work on my scene but am having some difficulty figuring out how I'm going to set the scene. The blue gun can be easily set anywhere, but the orange one has to be plugged in somehow. I'm not sure how I'm going to line that one up, but then again, its getting late. Time for a break I guess.
  • DOG-GY
    Offline / Send Message
    DOG-GY polycounter lvl 12
    Surely you can afford over a thousand triangles. That's nearly low enough to be handheld res (well, if it were a large or important object). It would definitely help to make the metal wires for the stand and such to be smoother. I'd also use the polygons to really define some of the details that the normals just aren't pushing enough like the grooves on the back or sides.

    Oh, I just noticed the grip. That could definitely use some protrusion. Do you have a really low tri limit or are you just pumping it out quick or what?
  • d_woo77
    Mostly trying to pump it out as fast as I can. Plus, I grew up in the Sega Saturn and PSone days, so I've got this obsessive compulsion to really conserve as much as possible, especially for small background props like these. Finding that balance is usually a hit or miss, but I'm learning. I'll definitely rework that stand and see if I have time to fiddle with the overall silhouette. :)
  • d_woo77
    Well, the semester is finally over. Merry Christmas everyone. I stuck my props in a meager environment I built in Max and put together in UDK. The shadows are a too dark for my taste, though. Anyone know how I can adjust the intensity of the shadows in UDK (something equivalent to the "Brightness" option for the point light)?
Sign In or Register to comment.