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Casino Assets

mole420
polycounter lvl 10
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mole420 polycounter lvl 10
Starting a new project to add to my portfolio, i am working on a casino scene. i Have created a simple block out and i am now starting to create the assets. So iv been working today on a high poly slot machine and looking for crit's and comments before i move onto the low and bake everything. So this is the main reference iv been working from:

http://www.leisuretimeslots.com/Images/Triple_Lucky_7.jpg

And heres the high poly model:
slotmachinehigh.jpg

Also if anyone has any tips for getting nice renders of high poly assets inside of maya that would be a great help.

Replies

  • RedRogueXIII
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    RedRogueXIII polycounter lvl 11
    Wheels look a little thin compared to your ref, and the indents under them could have rounded out corners. Other than that, looks good.
  • mole420
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    mole420 polycounter lvl 10
    @RedRogueXIII:
    Yeah now you mention it they do look a little thin will fix that now cheers!
  • mole420
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    mole420 polycounter lvl 10
    Finished the low poly and baked out the Normal and Ambient maps. Low poly comes in at 807 tri's not sure if i should reduce the count a bit or if this is alright for this sort of asset. Next i need to move onto the textures.
    slotmachinelow.jpg
  • mole420
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    mole420 polycounter lvl 10
    Done some work on the the texture for the slot machine still a lot of work to do but thought id put a shot up as im not going to be able to work on it for a day or 2. the metal is a place holder as will be creating a reflective metal material in UDK later on. slotmachinen.jpg
  • RedRogueXIII
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    RedRogueXIII polycounter lvl 11
    Looking good, although it may have been neat to have left the wheels as a mesh and mapped them separately so you could use uv scrolling or rotation to animate the prop.

    The machines occasionally play noise and have flashing lights when idle so might help in a casino scene.
  • mole420
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    mole420 polycounter lvl 10
    Had some time to work on the texture, got the main parts of the diffuse done and started adding the chrome materials and playing about with some emissive effects. The wall and floor materials are from udk just needed a room to play about in. Have made a quick video to show hows it looking so far

    UDK Slot Machine Material Test - YouTube
  • mole420
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    mole420 polycounter lvl 10
    Havnt updated this project in a few days sorry, so i have been working on the slot machine textures think there pretty much finial now will post UDK shots soon. I have been working on a Poker and a Black Jack table think im pretty much there with both now unless anyone has any crits. Transparency seems to have not saved on the deck holders but will sort that inside of UDK.

    pokertablew.jpg

    blackjacktable.jpg
  • Ack Master
    that slot machine looks close to the one that ate my 20 dollar bill, :(
  • ayoub44
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    ayoub44 polycounter lvl 10
    Nice Job , it's would be awesome if you add some card game there :)

    good luck
  • mole420
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    mole420 polycounter lvl 10
    @Ack Master, Sorry for bringing up some painful memories :poly124:

    @Ayoub44, Will look into this but this piece is mainly for environment portfolio, plus wouldnt have a clue about setting that up in kismet

    Had some time to work on this project some more sorry about not updating more often. Been working on more tables got a Roulette table and a Craps table. Taken me a bit longer than normal as im doing all the textures inside of photoshop instead of photo sourcing as i feel it will help improve my photoshop skills. Anyway really keen on getting peoples opinions and crits!

    roulettet.jpg

    roulettei.jpg

    craps2.jpg

    craps1.jpg
  • GragGunslinger
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    GragGunslinger polycounter lvl 7
    I'm digging your props, a lot. I think you're getting some neat effects with the specularity on the metals and woods!

    The only thing I could say that kinda pops out to me, is that your roulette table, ont he right side, the edges feel kinda odd, and have that sharp edge, maybe you could soften that up a bit?
  • Snader
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    Snader polycounter lvl 15
    Your tables are incredibly blocky. The craps and roulette tables the most. You should use less sides on the circles, and more segments. These images should explain what I mean:

    sidesVSsegments.jpg
    howtotyre.png
  • mole420
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    mole420 polycounter lvl 10
    Cheers guys i did go a little to tight on the poly count for these objects going to go back and add some more edges especially to the corners
  • mole420
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    mole420 polycounter lvl 10
    Went back and have managed to add more detail to the tables without to much distortion to the maps. Will get some shows once there in UDK which should be soon hopefully. Been working on another slot machine for the scene today always open to crits so let me know what you guys think. Only diffuse applied at the moment will work on the specular and emissive tomorrow
    Tri count is 893:
    slotmachine2.jpg
  • mole420
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    mole420 polycounter lvl 10
    Just a quick update made an alternate texture for the slot machine to stop to much repetition in the scene going to work on one more for the original slot machine then should be finished with them:

    slotmachine3.jpg
  • mole420
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    mole420 polycounter lvl 10
    Last update for today finished with all the slot machines now, Unless someone's has any crits. Thought id go a little different with the last one as i was getting bored so here it is: slotmachine4.jpg
  • mole420
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    mole420 polycounter lvl 10
    Been working on some signs for slot machine section. Total Tri count for the lot is 2260. Just a quick simple shot from marmoset will update with UDK shots once i start importing things. Let me know what you think. signst.jpg
  • mole420
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    mole420 polycounter lvl 10
    Sorry I have not updated this page in a few days have been busy importing everything into UDK and creating materials. Started to place the assets into a simple scene to see how everything works together and if the modular pieces work. So this is where the scene is at currently:
    build1i.jpg

    build12.jpg

    The layout is very basic for now and is very small this will all be changing soon just needed to get everything together in one place for now. So let me know what you think.
  • GragGunslinger
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    GragGunslinger polycounter lvl 7
    I like where you're going with this, it really feels like it's coming together.

    I'd just try and get your lights in and figure out how you want to guide the eye, because right now it feels a little unfocused, I don't really know where I'm supposed to be looking.
  • mole420
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    mole420 polycounter lvl 10
    Cheers for checking out my stuff, Yeah lighting is something i want to spend a lot of time on this project im going to have to get it just right. At the moment the room is just sort of slapped together and there isnt any real focus i am going to be working on getting the room all put together properly the next few days.
  • GragGunslinger
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    GragGunslinger polycounter lvl 7
    Awesome! I can't wait to see it :D
  • mole420
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    mole420 polycounter lvl 10
    Been working on the scale of the scene as pointed out it was very cramped so i re scaled the walls and added some trim between the wall and ceiling. After doing this i realised the old ceiling tiles didnt fit so have changed those as well now. Have a very quick basic light set up over the tables. Getting some seams from the light maps that need fixing but am away for the weekend so this will all have to wait.

    build13.jpg

    build14.jpg
  • nathanbarrett
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    nathanbarrett polycounter lvl 6
    Those signs are so sexy. Are they entirely done by you?
  • Blaisoid
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    Blaisoid polycounter lvl 7
    ceiling and trims below it look really nice.
  • mole420
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    mole420 polycounter lvl 10
    Cheers guys as for the signs im pretty happy with how the look so far but not 100% happy with how the emmisive is animated to the moment so will probs change that a bit when i get to lighting this scene more. Yeah im much happier i went back and changed the ceiling but feel the walls look a bit simple and plain now so need to add to those
  • BrockFeetham
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