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View Full Version : UGAC - PROP 102 - ULTIMATE CRATE/BARREL - DevilHacker


DevilHacker
06-22-2005, 05:34 PM
Ultimate Crate Challenge

Let me first say thank you to Nathan for putting up with me in the feedback form… I was so eager to get started. :arteest:



Since the beginning of videogames, Developers have used boxes and crates to provide a safe-haven for the hero in need of cover. Now, dozen of years after the crate has emerged into videogame history, not much has changed…
Until now! *Queue Evil Laugh*

Queue The Ultimate Crate: The achievement of years of gaming. For years, Crates have taken the beating from countless users too coward to face the bullets, and pirates and other criminals trying to hide their gold. Well… Now its all going to change. The crates of the world are fed up with the countless abuse and now fight back, trying to achieve their lifelong goal to just be left alone. Dubbed the “Living Box”, these boxes are to be avoided at all costs. No one knows when the crate gained these abilities and evolved to what they are today, with their sharp splintered-broken wood teeth, long hairy organic legs, and sharp pointed claws…



[Plan]
June 21st 2005- The challenge starts today! That alone makes it a great day. Today will be filled with laying out a plan of action on how I am going to go about creating the coolest Crate ever made! I will also start (and finish) the concept art of the “Living Crate” and post it sometime later in the night.
June 22nd 2005- Hey, Fresh day, a fresh model! Today I plan on starting the process of modeling the crate. It should not be that hard to get a rough layout of how it is going to look, after all in it just an box in the most basic form… I hope to get far in modeling the crate and get some feedback from people on what I can do to improve the quality of my model (after all, I am here to learn form others).
June 23rd 2005- Today I plan on getting close to finishing off the model, and having it ready for texturing when I get back (keep reading for more info). I plan on heading up to Texas A&M around 3:00PM to see my older brother swim (he is on the swim team).
June 24th-27th 2005- Going to be up at College Station (AKA: Texas A&M) all four days, with me driving back (very late) the fourth night. Not much I can do in terms of working on the project, But I will see if I can get hold of a computer and reply to any posts…
June 28th 2005 till’ end of competition- I will work, and finish the texture, and if I have time, rig the model for extra practice.



[Concept Art]
http://img289.echo.cx/img289/9264/livingcrate24ne.jpg




[b]Ok, there is everything. Feel free to post any ideas of suggestions.

Swizzle
06-22-2005, 06:45 PM
Lookin' pretty cool. I don't think I've ever heard of a crate in a game coming alive. Hmm... the mental gears are turning.

DevilHacker
06-22-2005, 06:45 PM
Concept art updated :thumbsup:

-6/22/05

DevilHacker
06-23-2005, 01:26 AM
Ok here is some progress…
…it’s a… BOX!

http://img26.echo.cx/img26/9563/livingcrate1mini9nx.jpg (http://img100.echo.cx/img100/3702/livingcrate18ur.jpg)

LOL, seriously, I have got some progress done, and just need to take some screen shots.
Expect another post in a few min.
http://cgtalk.com/images/smilies/thumbsup.gif


-6/22/05

Seebaer
06-23-2005, 03:01 AM
if you don't use the 32 trigons at the top and bottom of box (64 together plus trigons from the beveled edges) delete them. you don't have do waste polys at that stage of developement dude.

You could use these polys for the legs. trust me, you will need them at a later stage of developement.

greetz the Baer

DevilHacker
06-23-2005, 04:07 AM
Hey, Thanks for the suggestion.
No worries though. I am just trying to get everything set up first, their will be heavy scene optimization when I am done.
http://cgtalk.com/images/smilies/thumbsup.gif

DevilHacker
06-23-2005, 04:13 AM
Setting up holes in the crate were the legs will come out...

And, yes, I know there is lots of wasted tri’s there.
But as I said before I will delete all that I don’t need, when I get the legs in there.
http://cgtalk.com/images/smilies/thumbsup.gif

http://img62.echo.cx/img62/3262/livingcrate2mini2bf.jpg (http://img62.echo.cx/img62/1434/livingcrate21hy.jpg)

DevilHacker
06-23-2005, 04:19 AM
Ok, in the picture below, I am setting up were the entrance to the “living Crate’s” mouth will be.
Nothing much here either, but I thought I would post for those who want to follow along with the steps I am doing.
http://cgtalk.com/images/smilies/thumbsup.gif

http://img143.echo.cx/img143/9063/livingcrate3mini8lu.jpg (http://img28.echo.cx/img28/2226/livingcrate31gw.jpg)

-6/22/05
I just got done with the teeth, and will be posting them in a min.

DevilHacker
06-23-2005, 12:01 PM
OK, Here are the teeth.
What I was basically going for here was for the teeth to look like splintered wood, or broken glass. If anyone sees something that they think I can approve, speak up, because I will be moving onto modeling the legs and feet next, and hopefully finish (or mostly finish) the model before I drive up to Texas A&M later today.
http://cgtalk.com/images/smilies/grin.gif

So, Here are the images:

http://img69.echo.cx/img69/7695/livingcrate41mini7tm.jpg (http://img69.echo.cx/img69/3625/livingcrate414ho.jpg)

http://img69.echo.cx/img69/3808/livingcrate42mini9gn.jpg (http://img69.echo.cx/img69/2482/livingcrate423wr.jpg)

http://img69.echo.cx/img69/9161/livingcrate43mini0vl.jpg (http://img69.echo.cx/img69/4581/livingcrate437se.jpg)

http://img300.echo.cx/img300/6734/livingcrate44mini3yn.jpg (http://img300.echo.cx/img300/1523/livingcrate444sa.jpg)

http://img300.echo.cx/img300/1126/livingcrate45mini0an.jpg (http://img300.echo.cx/img300/1277/livingcrate453et.jpg)

http://img300.echo.cx/img300/4661/livingcrate46mini1mr.jpg (http://img300.echo.cx/img300/1619/livingcrate467dh.jpg)

http://img300.echo.cx/img300/9886/livingcrate47mini8ng.jpg (http://img300.echo.cx/img300/8494/livingcrate472wu.jpg)

http://img300.echo.cx/img300/4681/livingcrate48mini4vn.jpg (http://img300.echo.cx/img300/9196/livingcrate489hg.jpg)

http://img300.echo.cx/img300/3071/livingcrate49mini5xg.jpg (http://img300.echo.cx/img300/6061/livingcrate491am.jpg)


-6/23/05

ReBootedOne
06-23-2005, 03:39 PM
Whoaaa, dude, you are planning on cutting down your polycount, right? Cause those holes where your legs are going to be have 'high-poly' written all over 'em.
I think it might be better if you just extruded the legs from the sides of the box or something rather than actually have them come out of holes... that's the sort of thing you would be able to add in with a bump/normals map or something...

-eric

DevilHacker
06-23-2005, 08:18 PM
Whoaaa, dude, you are planning on cutting down your polycount, right? Cause those holes where your legs are going to be have 'high-poly' written all over 'em.
I think it might be better if you just extruded the legs from the sides of the box or something rather than actually have them come out of holes... that's the sort of thing you would be able to add in with a bump/normals map or something...

-eric
Ya, I have cut down the poly count in half, were the holes for the legs are, and will further cut down on the polycount when I optimize the scene. So I should not have any problem with going over 1000ploys.
http://cgtalk.com/images/smilies/thumbsup.gif

DevilHacker
06-23-2005, 08:47 PM
Ok...
I got the legs done.
And before everyone says to cut down on polys...
I know, and am right now.
http://cgtalk.com/images/smilies/thumbsup.gif

http://img96.echo.cx/img96/5596/livingcrate5mini1wh.jpg (http://img96.echo.cx/img96/715/livingcrate56xc.jpg)

DevilHacker
06-23-2005, 10:14 PM
Ok, Below is an picture of me taking off the legs, and optimizing the holes...
http://cgtalk.com/images/smilies/grin.gif


http://img51.echo.cx/img51/9167/livingcrate6mini3nw.jpg (http://img51.echo.cx/img51/8448/livingcrate63gi.jpg)


-6/23/05

DevilHacker
06-23-2005, 10:22 PM
OK everyone, this will be my last post before I drive up to Texas A&M, and as I said above, I will try to get hold of an hotspot, and post replies.

As everyone said I should do, I optimized the scene, and now I am only 320polys over the limit. So, don’t worry, I will be under an 1000.
http://cgtalk.com/images/smilies/smile.gif
Ok, here are some screen shots!

http://img25.echo.cx/img25/8941/livingcrate71mini3mu.jpg (http://img25.echo.cx/img25/5402/livingcrate716ku.jpg)

http://img25.echo.cx/img25/4760/livingcrate72mini1ix.jpg (http://img25.echo.cx/img25/6322/livingcrate720sx.jpg)

http://img25.echo.cx/img25/2299/livingcrate73mini8oq.jpg (http://img25.echo.cx/img25/8358/livingcrate738yg.jpg)

http://img25.echo.cx/img25/1943/livingcrate74mini8uz.jpg (http://img25.echo.cx/img25/8075/livingcrate744pu.jpg)

http://img25.echo.cx/img25/6641/livingcrate75mini8qz.jpg (http://img25.echo.cx/img25/3822/livingcrate751tf.jpg)

http://img25.echo.cx/img25/8252/livingcrate76mini7gm.jpg (http://img52.echo.cx/img52/1234/livingcrate763hz.jpg)




-6/23/05

Geta-Ve
06-24-2005, 04:54 PM
definatly use less polys for those legs.. looks like your using maybe a 12 to 16 sided cylinder? I'd hit that down to about 7 to 9

as for the holes, just make the legs seperate objects and keep the holes to about 4 to 8 sides at most then extrude inwards once..

it is getting there but definatly some optimization could be done.

oh and.. I would cut the amount of bevel you have going on the edges of the box by half.. that is taking up alot of uneeded polys as well.

Because really you have to think, depending on the game what is the player going to have time to see? This is a moving box so he will see even less.

DevilHacker
06-26-2005, 04:24 AM
HA! Told yall I would find an internet connection!
:D

Hey Geta-Ve, Thanks for the reply!
I am definitely going to take use of that advice when i get back home...

I was wondering about one thing, and hopefully some people here can give me their thoughts about what they think... I was recently thinking about adding an eye (like an Cyclops) to the box, if I can find enough polys left to pull it off... What does everyone think?
:shrug:

Geta-Ve
06-26-2005, 05:43 AM
it's definatly possible if you use your polys wisely, but i think for your concept the crate would look better without an eye

just think if its in an adventure game or what not it would be randomly running around taking big bites at things. I could imagine it scuttling around really fast.. like at first you think its just a normal crate because you wouldnt see the teeth or legs but then when you get close it sorta bounces up in the air the legs fling out and the mouth opens and it runs randomly around biting the air trying to get you

heh.

fanton
06-26-2005, 05:27 PM
i see it more as a tube rather than leg. the crate itself looks to me like a the evil water pump, or sludge pump. and the legs like tubes that fit inside some sludge, radioactive substance, or slime, or something like that.

and whoever passes by it spits acid, or toxic subtances. doesn't really move around. and has only one eye in its forehead.

that's how I see it.

looks good anyway. good stuff:bounce:

DevilHacker
06-26-2005, 11:17 PM
it's definatly possible if you use your polys wisely, but i think for your concept the crate would look better without an eye

just think if its in an adventure game or what not it would be randomly running around taking big bites at things. I could imagine it scuttling around really fast.. like at first you think its just a normal crate because you wouldnt see the teeth or legs but then when you get close it sorta bounces up in the air the legs fling out and the mouth opens and it runs randomly around biting the air trying to get you

heh.

Ya, that’s how I originally saw it...
With the crate walking around just taking bites of anything it since.
:D


i see it more as a tube rather than leg. the crate itself looks to me like a the evil water pump, or sludge pump. and the legs like tubes that fit inside some sludge, radioactive substance, or slime, or something like that.

and whoever passes by it spits acid, or toxic subtances. doesn't really move around. and has only one eye in its forehead.

that's how I see it.

looks good anyway. good stuff:bounce:
Thanks.
Don’t worry; it will defiantly look like an crate when I am done with it. I plan on maybe having the textures WWII era…
:thumbsup:

DevilHacker
06-27-2005, 11:10 PM
Ok, I am back home, working on my workstation now, so the progress on the living crate can continue!

Last night I was reading over some of the competitors forms, and I saw Supervlieg’s gif of his model spinning in 3d… Very cool idea. I am surprised that there aren’t more of those floating around the forms.
So here is mine:

Just remember supervlieg, that what I am doing (with the animated GIF) is the sincerest form of flattery…
http://cgtalk.com/images/smilies/grin.gif

http://img29.echo.cx/img29/8691/livingcrateanimation26jc.gif



-6/27/05

DevilHacker
07-01-2005, 05:57 AM
Ok everyone,
I need some help coming up with some original ideas for symbols to put on the wooden texture for the crate…
So far I have come up with putting an small CGTalk Logo in the top left corner of the back panel of the crate…
(Like the picture below)

http://img27.imageshack.us/img27/422/livingcratewoodtext9hk.th.jpg (http://img27.imageshack.us/my.php?image=livingcratewoodtext9hk.jpg)

What else can I do to help make the texture better?
I am thinking about putting a large red “painted” on fragile sign on the crate’s front forehead. What does anyone think? Should I just forget about the logos and signs and stick with a plain wooden texture?



-7/01/05

DevilHacker
07-01-2005, 10:37 PM
Ok, I took a little time off making the textures for the model, and went back and tried to optimize the model some more to get it under the 1000poly limit. The first thing that I did was to take Geta-Ve’s advice and remake the legs with them being 8-sided instead of 16-sided. Needless to say, that brought down the # of polys dramatically, but I was still over the limit (but not by much). So it came down to me killing off some of the living-crate’s teeth (four to be precise); but as others said, you will not be able to tell in-game with the crate moving, so I don’t mind that much… Also, if everyone has not noticed yet, there are no feet on the crate, like in the concept drawing. Well, here is what I am thinking, I am running out of time, and am barely under the poly tri limit, so what I am going to do is leave the bottom of the feet flat, and just say that the crate has suction cups (like those on an octopus) on the bottom, instead of the planed clawed feet. This has many advantages as well, with the biggest being that the “living crate” can now craw up walls…

Well, Here is the finished model, (look below)
I am off to go take some pictures of wood outside, and continue working on the texture… If anyone has any ideas for some original symbols, and they want to share them, by all means do so.

http://img117.imageshack.us/img117/8316/livingcrate81mini2ez.jpg (http://img117.imageshack.us/img117/4329/livingcrate813dt.jpg)

http://img117.imageshack.us/img117/4793/livingcrate82mini4xk.jpg (http://img70.imageshack.us/img70/3976/livingcrate828eq.jpg)

http://img70.imageshack.us/img70/3865/livingcrate83mini2ku.jpg (http://img70.imageshack.us/img70/4330/livingcrate838dz.jpg)

http://img70.imageshack.us/img70/1197/livingcrate84mini8gk.jpg (http://img70.imageshack.us/img70/6641/livingcrate843hy.jpg)




-7/01/05

Supervlieg
07-01-2005, 11:37 PM
supervlieg, that what I am doing (with the animated GIF) is the sincerest form of flattery…

Lol, thats okay. But if you put on some textures that gif will be reaaally big. Im looking into realtime plugins to show the model. But so far I've had little luck finding one. Maybe Ill resort back to the animated gif once more.
Anyway, looking forward to the textures dude.

DevilHacker
07-02-2005, 01:34 AM
Lol, thats okay. But if you put on some textures that gif will be reaaally big. Im looking into realtime plugins to show the model. But so far I've had little luck finding one. Maybe Ill resort back to the animated gif once more.
Anyway, looking forward to the textures dude.
Hey, thanks for the reply.
I hope to have the textures done soon.

As far as an engine, you might too look at the Nebula Engine (http://www.nebuladevice.org/).
I know one of the developers that is working on the project.
It is very powerful, but takes some time to get used too, and to take full advantage of it you will at least need to know a little C++, as the engine is still in its infancy.
But it is worth the time you invest into it.
:thumbsup:

DevilHacker
07-05-2005, 03:29 AM
Ok, Here is a little preview, just to say that I am still here, and don’t start judging without me…
I am slapping the textures on as you read this. :D
As per the rules, I have one (of each of the three allowed) of the following maps:
ONE 512x512 color map
ONE 512x512 bump map
ONE 512x512 spec map
So here they are:
Color Map:
http://img28.imageshack.us/img28/1006/colormap6jm.th.jpg (http://img28.imageshack.us/my.php?image=colormap6jm.jpg)

Bump Map:
http://img28.imageshack.us/img28/9721/bumpmap1gc.th.jpg (http://img28.imageshack.us/my.php?image=bumpmap1gc.jpg)

Spec Map:
http://img28.imageshack.us/img28/6306/specularmap9dl.th.jpg (http://img28.imageshack.us/my.php?image=specularmap9dl.jpg)


-7/04/05

DevilHacker
07-05-2005, 07:49 AM
Hey everyone, I am typing this with the use of my trusty N-Gage…
Is this a first for CGTalk? :D


But unfortunately, I bring some Bad News...
It seems that Softimage along with windows, have both decided to take a break, crashing my system. I don’t know when I will be back up, so I do not think that I will make the deadline... Not very fun, since I was so close to finishing... But don’t worry, I will finish the project when things are back up and running, in the Game and Art Design section of the form.

So, Good night everyone, and good job to those who were able to finish.
:thumbsup:

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