View Full Version : UGAC - PROP 102 - ULTIMATE CRATE/BARREL - hanzo
hanzo 06-26-2005, 10:30 AM Hi yall, nothing to show yet, but I'm going to make a treasure chest.
this wont be just any treasure chest, this is going to be one Spanked up Greatious ( and original )
PS: I might just change the howl idea, but I thought I would do something other then all the other great SCI-FI style entries.
EDIT: I've updated forget the first idea I had, I'm going for sci-fi it would be better for my gallery I figure.
here's the first design, about 1 hour on this.
http://www.hanzo.kicks-ass.org/GAC102/demoanimatecrate.gif
-me out
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cg_sprite
06-26-2005, 12:13 PM
Looks good Hanzo, how many polys is at the moment, looks very clean and tidy mesh. will you be normal mapping it?
JamesMK
06-26-2005, 12:28 PM
Oooh, very nice and clean - and a great design too.
hanzo
06-27-2005, 05:25 AM
hey guys thanks for the comments, here's another update
cg_sprite with this latest update the tri count stands at 944, the first capture above will be the high poly base mesh I'm going to use it for normal mapping soon as I work in all that condense Armour/electronic detail ;)..
http://www.hanzo.kicks-ass.org/GAC102/lowpolycrate944trieswebvers.gif
hanzo
07-01-2005, 11:22 AM
ok added an update, I took so long because I had to finish some work up for a client..
anyway just about done with the high poly, maybe some tweaking ?
http://www.hanzo.kicks-ass.org/GAC102/highpolycrattest1v2.jpg
Supervlieg
07-01-2005, 01:30 PM
Looks good, what will you do with the colors?
hanzo
07-03-2005, 04:10 PM
thanks for giving me a comment Supervlieg, I haven't really decided on the color scheme yet but I'm going to think of something quick ( just after I get some sleep ZZzzz ) anyway I've got the normal maps pretty much the way I want them on the low poly I also added an object inside the trunk now the tri count stands at 990..
me out
PS: plz comments would be cool
http://www.hanzo.kicks-ass.org/GAC102/lowpolywithnormalmappingv1.jpg
Bazooka Tooth
07-03-2005, 04:53 PM
HAHA, your avatar is f' funny! Nice work on the model too! I like the lighting effect.
Supervlieg
07-03-2005, 05:10 PM
Looking good, though its still practically begging for a diffuse map :)
The light on the inside reminds me of the suitcase in Pulp Fiction. Very cool.
xLonewolfx
07-03-2005, 09:33 PM
it looks good man
normal looks smooth
hanzo
07-04-2005, 10:17 AM
well guys I'm all done here's my Submission sheets
http://www.hanzo.kicks-ass.org/GAC102/GWDScrateforGac102.jpg
http://www.hanzo.kicks-ass.org/GAC102/GWDScrateforGac102views.jpg
aphexx
07-04-2005, 11:32 AM
looks very good!
so is it somthing like a powercell or something?
hanzo
07-04-2005, 11:55 AM
yeah I guess you could say that, but it also contains lots of data as well
Swizzle
07-04-2005, 05:29 PM
Damn, that is one fine-looking crate you've got there. :buttrock:
Now excuse me while I go weep in self pity.
migusan76
07-04-2005, 07:19 PM
:thumbsup: ooooooooooo thats looking nice Hanzo I really like the look and style of it and the Lighting!!!
keeganb
07-15-2005, 09:46 AM
Hey Hanzo nice crate, just been having a look at the comps here and seen your entry! I'm starting on learning the whole normal map thing now, seems like your getting to grips with it!
hanzo
07-15-2005, 10:23 AM
keeganb hey man long time! were you been?
normal mapping isn't very hard just need to make good high poly and lowpoly match properly and let the software ( max7 ) do it's thing :D
PS: you going to take part in the next challenge? you do something wicked I know
keeganb
07-15-2005, 10:44 AM
Yeah I know man its been a while since I've been in here, off doing other comps :( I unfortunatley dont have time to enter the next comp as I'm working on my own little project (theres a link in my signature)
I'm gonna be using ZBrush to do my Nmaps, this is the best way right?
hanzo
07-15-2005, 11:30 AM
ZB is excellent for making character normal mapping, but for mechanical stuff I would just use your base mesh 3d app, ZB is the best for those tiny hyper detail modeling procedures saying that it does depend on what kind of mechanics your modeling. That's my thoughts in any case.
PS: great project on your thread man, guess you got your hands nice and full, I should start my next personal as well been busy as hell trying to satisfy cheapo clients :shrug:
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