View Full Version : Game Props
10-28-2005, 03:55 AM
Here a couple of props i want to make , and continue to make more to get better at modeling and texturing for games. So this will be a on-going project to make alot of props to have to insert into Environments. This WIP here i have modeled a Trashcan and a Diner Cushion Stool.
Here's the wireframe for both
And here's a Lighttracer render of both
Thanks for viewing and bring on the C&C's
10-28-2005, 04:17 AM
At a glance, your stool uses too many polygons. This detail would be better suited in a normal map, and the trashcan appears too blocky for the polycount. I'm not sure, but it looks like the stool has some edge loops on the bottom of the seat. Easy polygons to get rid of. Just keep modeling these, a few a day. By the end of the month you could really fill out an environment.
10-28-2005, 04:23 AM
Hum good call on the edge loops , i will check that out and i thought i had the top of the trashcan rounded as i could get it, but maybe i can look at it again. Thanks again man
10-28-2005, 11:27 PM
I got the trashcan uv mapped and started messing around with the texturing of it. Here's a shot of it , i know theres some seam issues but wanted to get an idea of how it looks so far so bring on the C&C's.
10-28-2005, 11:30 PM
good progress but the texture needs alot of work, it looks like you've just put a simple tilable over it when clearly it needs something more, i'll do a quick paintover of the general idea of what i mean if i get a minute.
10-29-2005, 12:49 AM
Because you are trying to learn here, do NOT photosource. You can use pictures to sample colors and get an idea what to paint, but you're going to learn a lot more now if you comlpetely hand paint all your textures. Once you have a command of texturing, then you can start overlaying photos for enhancement.
You might also consider showing your UV layouts and materials for help there as I see noticable seams and uv stretching. Though it's tough to tell with just some picture on your model.
10-29-2005, 01:14 AM
Thanks for the tip on Photo sourcing are you basically saying to NEVER photo source for game stuff or only for games that are High Res ??. I will try and hand paint this and upcoming props. I know its a difficult progress to achieve. And i will also try to get the uv's posted here shortly.
10-29-2005, 01:33 AM
At your lvl, I would say not to use photos as textures. The fear is you will become dependant on them and not learn the valluable skills that come with painting your own textures. Once you have mastery over creating textures from scratch, you can start to mix them into your work without people looking at it and saying GAH... thats photo sourced...
This is going to seem like way too much info, but book mark it and come back to it every now and then, it will start to make sense.
Here are a few basic painting tutorials to get yous started.
As for the wasted polys I would say both of those objects could be built with 50-75 polys and still retain the shape you have. Try using 5-8 sided cylinders for the stool.
You are off to a good start, just watch the wasted polys and work on your textures. When and IF you get in the industry, you can't always relay on google image search to deliver the goods =)
10-29-2005, 02:02 AM
Thanks for the reply on the textures, and thanks for the links i will sure read that stuff and check out the tutorials for photoshop. Thanks again
10-29-2005, 02:10 AM
are you basically saying to NEVER photo source for game stuff or only for games that are High Res ?
I was saying that you personally should NOT photosource while learning to texture. Hand painting your textures will help build your knowledge of UVs and command of texturing. Photosourcing and image overlays are mainly meant to enhance an already good material that needs that certain extra something.
I had a more in-depth reply for this, but then CGtalk ate it. Oh well, MarkD had a great reply for you. :)
10-29-2005, 03:37 AM
I hear yeah thanks for the tip, and sorry CGtalk ate your post. I'll keep updating this as i progress forward. Thanks Again
10-30-2005, 09:50 PM
Here's an update on the Trashcan, with a hand painted texture map. The only actual photo sourceing i used was an actual picture for the "Trash" part. I'm thinking maybe add some dirt, soda , or grease ?? for where the lip of the lid and the can actually meet. Any C&C's welcome for ideas or changes.
and a New Render
10-31-2005, 10:11 AM
ok, it kinda looks like a bit like a plastacine thing. i think you took the "handpainted" thing too literally.
there can be a lot of confusion when people say hand paint. i think what is being advised here is that you create some form of base colour, then by hand, using the burn and dodge tools, OR , a black and white brush with the opacity low, and create your own shadows and highlights. to create the base colour, without making it too flat, may require some photoshop trickery, like using a bit of noise , or anything to break up the solid. and thats where you learn.
the use of photos isnt really a bad thing. you just have to know how and when to use them and its very game style dependant. if i was doing this, i would unwrap it, then i would create a base colour of what i want my bin to be, look for a dirt overlay ( my fav one i have is a pic of this filthy box i saw at a train station) , mess around with my overlay to make sure dirt is in the right places. then do a bit of dodging and burning.
however, when i was first learning, ( and i recommend this to you ) i would use Dirt brushes in photoshop instead of a texture overlay. you can make your own, and this is a great way to get organic and unique dirt patterns. its still hand painting and trains your eye on getting things to the right level.
MarkD mentioned poly count too. follow his overpaint closly, but i'd suggest for the bar stool, 6-8 sided for the chrome part , and at least 12 for the cusion. next gen stuff can handle that :D
- oh i noticed you said you used a photo for the word trash. your better off using text in Pshop, then blurring it a tiny tiny bit (to get away from that mechanical cg look) , then painting in some dirt to that , maybe chip away at it with the eraze tool.
10-31-2005, 03:15 PM
Thanks for the reply and the crits. Yeah it was supposed to be one of those plastic looking cans that was where i was getting the color and look from it. I will try and do what you recommended. Also when you say chip away for say rust or worn tears on materials what type of brush and opacity do you use on your stuff ( I went to your website , i like your work looks great, hows working for Rockstar). Thanks again.
P.S. As for the Poly count i did remove some of the edges i just havent posted a new pic of it, but i believe i removed what needed to be removed.
10-31-2005, 03:45 PM
the way you have layed your uvws out the word trash is squashed, re do the co-ords so its correct (use a checker map if not sure) i know your getting full use of texture space, but the stretching is obvious and it would be good trade off. plus you should make band thinner in map as it really isnt seen much at all, this would give you the space for the lid, door thing.
10-31-2005, 06:55 PM
thanks for liking my site.. that thing is pretty old now.
dirt brushes are easy to come by. theres a bunch of default ones in photoshop. go to your brushs, and theres a wee menu where you can load "natural" brushes. also do a google search. theres tons of cool brushes you can download.
these are good for drips and slime and goo.
if you want to make your own, use define brush preset in the Edit menu of Pshop.
10-31-2005, 06:55 PM
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