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


fanton
06-25-2005, 04:38 PM
hi, i hope it works this time.

the game is Thief 4

my item is the "eye-holder" for garrett's retro-eletrical eye. since it draws power from his body, he usually does not wear it while not on mission. the eye recharches and can be used for a while more outside his body.

its a bag-type item that is worn around the neck. it is NOT an item in the game. is there just for show :). it does move when the hero is moving so it's animated. it is part of the clothes of garrett. i will do a rough sketch showing how it would look around his neck.

i started with a cylinder and a sphere of same radius and same numbers of segments. i joined them. and after some effects i got this

http://fanton.50webs.com/works2/screen1.jpgthis is my first attempt. here i created a cylinder, and a sphere, both having the same number of segments. i alligned them and then combined them with boolean.

http://img28.echo.cx/img28/8503/crate0lopolyscreen00nz.gif

then i added a cover, tried to spread it out like a piece of leather. originally i wanted something simmilard to a lid with a kind of border. but its harder to do, and looks uglier. the final version would have a piece of leather cut to size, bolted in the back instead of a hinge. is a primitive yet efficient device for holding something :)

http://img28.echo.cx/img28/4568/crate0lopolyscreen17pk.gif

i skipped a couple of steps.

as you can see i am using the MultiRes modifier wich is lazy-man's lowpoly. yesterday, i have recreated the container polygon by polygon.

this is my first big project, so i must excuse myslef for not being more advanced. i know basic modelling, an almost no rendering or texturizing.

this is the rendered version

http://img28.echo.cx/img28/6875/crate0lopolyrender00rk.gif

i also have paper sketches as well.

this is but a sketch, not the lowpoly version. i'm still working on that. i made this quickly to use it as a model to understend how to make the good version.

also, on second thought, this container will hang from the belt. would look nicer and less annoyance.

this is part of garrett's clothing.
http://fanton.50webs.com/works2/screen4.jpg

fanton
06-27-2005, 06:26 PM
http://img290.echo.cx/img290/8674/crate1lopolyscreen08sw.gif

this is the lowlopy version of the same thing. i started doinf the mapping yesterday. i don't know if i am doing everything right. i learned about unwrapping yesterday.

i will draw the skin in photoshop.

fanton
06-27-2005, 06:46 PM
this is how it looks from front and back

http://img290.echo.cx/img290/2443/crate1lopolyscreen16ys.gif

http://img26.echo.cx/img26/6686/crate1lopolyscreen27ca.gif

most of the polygons and vertices are done manually. i made shure that the model has no inside polygons that are useless, no two polygons have edged close by looking like they are joined, and there are no holes. the mapping will be a little hard because there are too many pieces and the model is not very flat.

its a pretty small model though:
325 vertices
270 faces

i am doing the texturising now. i believe will take some time. after i'm done with this model i will probably try some other idea, with perhaps flatter surface, closer to a game prop.
http://img290.echo.cx/img290/4696/crate1lopolyscreen21yn.gif

DevilHacker
06-27-2005, 10:23 PM
Looking Good.
http://cgtalk.com/images/smilies/thumbsup.gif

The only thing that really catches my eye as needing work is the gold pieces. The gold looks to new and bright. Try to give it an more worn in look.

Also, you have an 1000 tri limit… Use it!
http://cgtalk.com/images/smilies/grin.gif

fanton
06-27-2005, 11:06 PM
for the first version i've used the 3ds max's textures. and it was a high poly model with a multi-res modifier :D

the new version it's low poly, and would have a skin. here i'll try to follow you're suggestion.

thanks very much. me happy :applause:

i'll probably add some more polygons here and there. i have some ideas. BACK TO THE DRAWING BOARD!!!

[edit] I don't know how to find the number of triangles and edges.

aphexx
06-28-2005, 08:30 PM
hi fanton...this is what i found in the 3dsmax help:

Polygon Counter Utility

Utilities panel > Utilities rollout > More button > Utilities dialog > Polygon Counter

If you’re concerned about using only a small number of faces in your scene, use the Polygon Counter utility. When you follow the path indicated above, the Polygon Counter dialog (http://polygon_counter_dialog.html) is displayed, and you can set your budget face count for selected objects and for all objects in the scene.

aphexx
06-28-2005, 08:43 PM
about your bag:
put some normal map on it. if you dont know how to do one, then perhaps this (http://download.nvidia.com/developer/NVTextureSuite/Photoshop_Plugins_7.79.0623.1830.exe) plugin for photoshop is the right thing for you!
(there are also some more sophisticated ways to get a normal map, but this plug in fits for you at first! :) )

and one logical thing: when this thing is so small at all...how small would be the mini belt fastener?! can anyone open it ;)

fanton
06-28-2005, 09:17 PM
hmm, i've never thought about the size. ill try to make it a bit bigger.

the whole thing is about the size of a finger. its a bit bigger than an eye. the belt is about the size of a watch. you have a point though. perhaps its a bit bigger than the eye. let's say the size of a small can?

i will try a second artifact. this is just training. this is my first thingy so i'm a bit off right now. it took me three days to start doing the texturing!!

thanks very much for the tips :)

i have

639 triangles

fanton
06-29-2005, 03:52 AM
the skin
http://img200.echo.cx/img200/6168/bagskin6kc.gif


the specular
http://img282.echo.cx/img282/2130/bagspecular8ax.gif

the normal
http://img282.echo.cx/img282/3964/bagnormal1zz.gif

front
http://img112.echo.cx/img112/1038/bagrender10xe.gif

back
http://img112.echo.cx/img112/2639/bagrender22jz.gif

im done. i will probably start another one in a while. i have a better and simpler idea. i'm going to start with a classical paper sketch.

i'd say it looks pretty good, and i'm happy for my first model in 3d studio max. well, its actualyl my third model. but its the only one i did skinning, and low poly modelling, and bump mapping, specular, and all that advanced stuff. i learned a lot. thank you everybody. i stole a little bit from everyone. i'm going to try another one in a while.

or probably not

Dominus
06-29-2005, 05:37 PM
well done dude, for your first true 3D work! i like it a lot and who knows, maybe Thief 4 will accept this ;)
looking forward for your next work!

fanton
06-30-2005, 11:42 PM
what next work? who knows, next work might be the devil in bruselles.

thanks a lot.

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