Hi everyone,
as you can see from my post sum, I am kinda new to this forum. I am also kinda new to the 3D modeling scene and I wanted to share my first ever model with you to get some critiques. Don't hold back, I can take it
Here is the reference I am using:
http://upload.wikimedia.org/wikipedia/commons/a/a0/Registrierkasse_Anker_20er-Jahre.gifhttp://www.requisitenreindl.de/images/registrierkasse_big_1.jpg
You may notice that I am not sticking to my reference perfectly. The images below are the high poly model. I am planning to bake this to a low poly. I also want to add those nice ornaments from reference picture2 (propably via Photoshop because I am not experienced with scultping at all) and texture this thing.
I do all this just for learning purpose because I am pretty newbie ^^
thanks for reading!
Replies
One thing I'd probably change is the size of the buttons. You can see in your reference that the buttons almost touch each other.
The other thing is the lock on the bottom. In your reference its actually built into the wooden panel but in your model it is sticking out.
Are you going to model the display as well or are you going to leave it as a big hole?
Do you have any plans to bake and texture it? I'm sure it would look cool with all that shiny material!
Oh and welcome to the 3D modeling scene!
Well, I am not sticking to the reference to the fullest. I am just taking some inspiration and model like I feel it looks good. And I feld that the lock sticking out may add more detail and break up the big plane areas. ^^
I don't know yet if I will model out the display and I am planing to bake it to a lowpoly and texture it.
thanks a lot for your answer!
I mean those surfaces aren't bent so I imagine it would be rather easy to model in the round shapes of the handle and the lock.
That way (without floaters) you won't get problems when you bake AO for example.
Those renders are really clean, are you using Maya or Max?
thanks a lot! I am using 3ds Max 2012
finally after some time an update. I called the highpoly quits and tried to bake this thing. It took some time because this was my first low poly modeling + bake ever!! I didn't do any photoshop cleanup etc. yet. If you see some things I need to improve, please tell me but in a newbie friendly manner
The lowpoly has 5515 tris. I tried to keep the roundness of that piece but I think the tricount is too high but I don't have the experience, what do you think?
I took the screens from marmoset, somehow when I added an AO the model just became grey and the AO didn't seem to work, do you know what's the problem?
Screens and Wires: (sorry for the kinda crappy light setup)
Enjoy and thanks in advance for your advice
I updated the geometry and I am now left with a Tricount of 3798. Do you think this is a more appropriate tricount? I punched down the Handles and some other pieces and cleared some surfaces to be flat and let the normal map do its job. There are still errors in the Normalmap which require fixing, but I will do this later.
Thanks a lot for your help!
yet another update. I punched down the tricount by applying tips and critiques I got around the web. As you can see the buttons are now only planes which will later look correct using an alpha map.
The tricount is now 2417.
Now I think I can call the normal mapping done and I will start texturing. I will of course show you the progress.
Remember the reference: http://upload.wikimedia.org/wikipedia/commons/a/a0/Registrierkasse_Anker_20er-Jahre.gif
I am not sticking to it 100% but I will try to mirror at least the main body.
I need your opinions!!
if so it looks nothing like wood
Think there might be a tad to much purple in there, and you could do with a few lighter red highlights in the diffuse. Also introduce some scratches into the diffuse (as if the polish had been rubbed off)
@myles: yeah I will definitely add scratches and all that cool stuff. This is just a first quick test. But thanks for the advice
here's some more references for you to clarify.
http://www.reklame-auktion.de/03_reklame/img/Rc0547.jpg
http://www.mz-web.de/ks/images/mdsBild/1260693542883l.jpg
http://www.reklame-auktion.de/03_reklame/img/Rc0158.jpg
also (for next time): dont make your edges so tight when doing the high poly.
Okay attempt number 2. How do you think the wood is looking? ^^
http://img1.classistatic.com/cps/bln/110217/750r7/9258cd0_20.jpeg
http://img1.classistatic.com/cps/bln/110217/749r6/0185emf_20.jpeg
http://img1.classistatic.com/cps/bln/110217/749r2/13868i6_20.jpeg
It doesn't really matter one way or the other. As long as you match the specularity and where it's been knocked about and rubbed thin, you should have a suitably kitsch looking cash register.
@Jackablad: Yeah you are right. If it's metal, wood or whatnot, as long as I match it closely to the reference I will be fine
Bakelite
It was the world's first fully synthetic plastic and everything at the time was made from it. It's rarely used now today, probably because it's a thermo-set plastic, aka it sets hard when heated once and can never be reformed afterwards, unlike more common thermoplastics that can be melted and reshaped till the cows come home.
But the best thing... It kinda looks like wood:
...Oh! Yeah good model by the way.
The four screws near the "display" look a bit distorted to me. Other than that I have nothing to crit.
I tried to create a turntable but I haven't found a good method to do it yet..
cheers and thanks for all your comments so far
Great to watch this thing from start to finish.
I know I could work on that piece like forever and there are always things to find which could be improved, but I am proud and satisfied with and finally I call it done!
Some trackback: The cashbox was modeled highpoly and lowpoly in 3D Studio Max 2012, baked with 3D Studio Max 2012, normal detail was added using nDo, textured in Adobe Photoshop CS4 and rendered realtime in 8Monkeylabs' Marmoset Toolbag.
Tricount is 2417, texture sizes are all 2048x2048. Working time was about one and a half month.
Thanks to everyone from game-artist.net, gameartisans.org, polycount.com, nextgenhardsurface.com and eat3d.com who provided crits and comments, you guys rock!!
Special thanks to Pac_187!
The time we invested into Skype sessions and chatting was worth it :P
I have to admit that you are better at textures than models, so you might want to keep an eye on that
EDIT: Fixed