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erilaz
05-10-2006, 06:51 AM
While I'm working on other projects, I've decided to break up each day by making a small game prop. To add to the challenge, I've set myself a limit of 128 polys and a 128x128 texture. This is pretty much to keep myself streamlined and to practice low resolution work. They won't be necessarily great or exciting props, but it will be good practice!

Constructive critique is always welcome, as i'm trying improve. :)

Onwards!

Number 001: Stop Sign
http://img155.imageshack.us/img155/5794/stopsignerilaz5hj.jpg

erilaz
05-10-2006, 06:52 AM
Number 002: Rubbish Bin
http://img139.imageshack.us/img139/4461/rubbishbinerilaz4vm.jpg

I'm thinking of redoing the texture on this, as it's too clean and basic.

erilaz
05-10-2006, 06:54 AM
Number 003: Computer
http://img126.imageshack.us/img126/5115/computererilaz1xm.jpg

I really should sharpen the lines in the texture on this one, as it's a bit blurry.

Rebeccak
05-10-2006, 07:05 AM
Hey, Martin,

This is very cute! I look forward to seeing your world of tiny low poly props multiply into a vast rich universe of tiny low poly props! Subscribed! :thumbsup:

Cheers, :)

~Rk

LoTekK
05-10-2006, 07:44 AM
Woot! Ultra low poly goodness. :) Sharpen them textures! ;)

Let's see some wires, though. All the models posted so far look like they could be done with a lot fewer tris than you've stated. Also, I wouldn't photosource for textures that small, at least not without heavy heavy touchup.

Icarus
05-10-2006, 07:47 AM
wow, nice, keep it going, will definatly keep watching this thread :)

Good luck / Have fun Martin :)

ts-falcon
05-10-2006, 07:52 AM
hahahah thats a great idea, seeing as there is a huge focus on prtable right now as well as nextgen, im sure your texturing skills as well as uving skills will improve drasticly if you keep this up, already lookin awesome just remeber to sharpen textures as well as paletize them downto say 16-8 color varitions for portable. :D cant wait to see more!

Dreamer
05-10-2006, 08:13 AM
Nice idea. Thou i have one litle coment the textures look a bit blured u could try more contrast so that the texture is more visible.

Art2
05-10-2006, 08:18 AM
While I'm working on other projects, I've decided to break up each day by making a small game prop.

That's one great idea Martin. It's like doing a couple of sketches each day :)
Also post the wires, cos well it's always cool to see the wires.

urgaffel
05-10-2006, 09:03 AM
You could try and mess the textures up a little since they are very clean now. Maybe try different styles? And yes, wires!

erilaz
05-10-2006, 10:12 AM
Rebeccak: Thanks Kimmie! Hope to keep you entertained!
LoTekK: Yeah, you're right about the photo sourcing. It was time constraints. I'll endeavour to fix that. :D
Tyrinid: Thanks dude, hopefully it will be worth it!
ts_falcon: Thanks very much for the tips! I hadn't thought about palettes!
Dreamer: Blurriness is my bane! I will have to rework the textures!
Art2: Wires coming up! I'm trying to get into a regular routine of tasks to keep the ball rolling on my skills.
urgaffel: You've always got my back! :D Yes, dirtying is something i'll definately be looking into. I hate neat shiny models.



Thanks for the comments guys. As stated in my posts, I'm aware of the blurriness and aim to fix it ASAP! I'll sharpen them when I have time. The main problem with this excercise is only having about 40-60 minutes in the day to do them (ie. my lunch break).:D

As to the polycount, you're absolutely right! They could be smaller, but i'm trying to get as close to 128 polys for each model with out being superlative. The idea is to work within the constraints for the most detail, not to get the lowest possible polys.

I'll post wires when I get to work tomorrow.

TychoCelchuuu
05-10-2006, 05:43 PM
I know you're doing these very quickly, but the textures could really use some work. Even the stop sign, which is bent in the middle, looks completely clean. The trash can especially is 100% spot free. In real life, things have color variations, scratches, dirt, scuff marks, bends, and other stuff. Try not to make so much of one model a uniform color. Break it up, even if it's just with a very mild gradient. Just something to decrease the visual monotony.

erilaz
05-11-2006, 05:24 PM
Number 004: Tome
http://www.artfuloddities.com/3D/128Props/Tome.jpg
Wires:
http://www.artfuloddities.com/3D/128Props/TomeWIRES.jpg

Did a bit more dirtying and sharpening on this one (all hand painted from scratch). No palletisation, but it wouldn't be too hard to bring it down, since this is mainly browns and yellows.
Again, the polycount could have been smaller, but i'm trying to use as many in the limitation as possible.
I think the pages probably could use a bit more work too.

Indavisual
05-12-2006, 01:13 AM
keep up the good work. not a bad idea either. maybe ill start doing something similar.

HellBoy
05-12-2006, 01:20 AM
that is cool idea, I tried doing the same, modelling a building or a prop everyday... but I gave up too quick. hope to see yours finished

Peddy
05-12-2006, 04:13 AM
good work Martin, it feels good to be motivated =]

ts-falcon
05-12-2006, 04:27 AM
wow, very nice. i see you take crits well, good improvement in your texture work/sharpness. nice clean mesh and good uv layout. cant wait to see the next one mate! :D

MrCup
05-12-2006, 09:20 AM
Sticking with it is the key :)

erilaz
05-12-2006, 12:37 PM
Indavisual: I'm finding it's helping already! Thanks for the support.
HellBoy: Love your work sir! Thanks for dropping in! Why don't you start again? I'm sure you'd be excelling in no time.
Peddy: Always Peddy, always! :)
ts_falcon: Hey, good advice is always best followed. Thanks again man.
MrCup: I will try my best to. Maintaining discipline is difficult!

Number 005: Toilet
http://www.artfuloddities.com/3D/128Props/ToiletErilaz.jpg

Wires:
http://www.artfuloddities.com/3D/128Props/ToiletWires.jpg

Post Analysis (ramble):
I was taking too long with this one, so i'm still not happy with it. A lot more texture work could have been done here, with perhaps a little more forward planning. Although it's got dirt, the texture is still too clean. I think I still need to add more variation, and lay out my UVs a bit better.
You can also see the base of the texture is pretty much mirrored... I could have just mirrored the UVs and saved some texture space.
I modelled this one by cutting out the back faces, as this would be against the wall. Open/closed faces and mesh intersections are things I considered while doing it.
For example, the face where the water is. I could have collapsed this area to a point then laid a single "water" face over that, intersecting with the inner walls to save precious polys, but I wondered if that was technically accurate, as self-intersections can cause issues in some engines.

Icarus
05-12-2006, 12:48 PM
nice work so far martin, i agree with the "cleanness" of the texture on the toilet, but its just a little bit more refinement which is needed im thinking :D

Anyhow fantastic work so far, and please keep it up

TyR-

Ego
05-12-2006, 01:13 PM
Great idea Martin. Its like daily sketch workouts :)
I love the books.

erilaz
05-13-2006, 05:53 AM
Tyrinid: Yeah, I think once i've got a little time, i'll go back and really get dirty on those bitmaps. :D Thanks mate.
Queenie: That's what I was thinking! I think the book is my personal fav so far.

Number 006: Table
http://www.artfuloddities.com/3D/128Props/TableErilaz.jpg

Wires:
http://www.artfuloddities.com/3D/128Props/TableWires.jpg

Alternate Model:
http://www.artfuloddities.com/3D/128Props/TableErilaz2.jpg

Post Analysis (ramble):
I wanted to add a little more character to the table, so I threw in a few chips and warps. While I was painting the texture, I took reference from the Zelda:Wind Waker game, as I wanted to get a rich fantasy feel to the wood, rather than something more realisitc.
In the alternate model, I fanned out the bases of the table legs and skewed the top a little to add more character. Let me know if it works visually!

LoTekK
05-13-2006, 06:15 AM
That toilet water is disgusting! :argh: Nice job on that one. ;) I'm liking the alternate version of the table, and especially so if it's for a cartoony feel. The only thing about the texture would be to maybe crank up the contrast more if you're going for a Wind Waker type of look. The spaces between the planks, in particular, look a little too bright. But overall it looks great. ;)

erilaz
05-14-2006, 10:36 AM
Thanks Lotekk, you always give great critique! :)

Number 007: Bucket
http://www.artfuloddities.com/3D/128Props/BucketErilaz.jpg

Wires:
http://www.artfuloddities.com/3D/128Props/BucketWires.jpg

Post Analysis:
I thought I'd explore the wood thing a little more. :)

LoTekK
05-14-2006, 01:42 PM
Yeah! That's looking great, martin. Except you skimped on the rim of the bucket (ie. I don't see any beveling of the plank edges, unlike the side walls). ;)

mindrot
05-14-2006, 01:59 PM
You seem to be having fun. nice work here. I like the bucket :thumbsup:

retardedmonkey
05-14-2006, 06:10 PM
This seems like a really great idea...great practice too, I might try and do this too. You have inspirationally inspired me, great work!

I vote for more dirt tho.

erilaz
05-17-2006, 10:30 AM
LoTekK: Always a good eye! Thanks for keeping watch! :)
mindrot: Always having fun! Thanks for the kind words.
retardedmonkey: More dirt is always harder at this size... so few pixels to play with! Oh well! :D

Number 008: Axe
http://www.artfuloddities.com/3D/128Props/BattleAxeErilaz.jpg

Wires:
http://www.artfuloddities.com/3D/128Props/BattleAxeWires.jpg

Post Analysis:
I'm a day late on this one! I left my damn wacom pen at work yesterday! Grrr...
I had fun with the twiddley patterns on this one. 1-pixel highlights are a pain! The flat of the blade texture could be sharper though.

Icarus
05-17-2006, 10:33 AM
wow martin, really digging the axe, looks schmick :) keep up the great work :)

LoTekK
05-17-2006, 11:11 AM
That axe looks great. UV-wise, I'm wondering if you could have given yourself more leeway by mirroring the coords on the axe, since the pattern is pretty much mirrored at the moment anyways. But yeah, looking good, and nice work on the swirly stuff in the limited texture size. :thumbsup:

SHEPEIRO
05-17-2006, 11:23 AM
LotekK - good point on the uvws, also you need to get some more sharpness into the edge between dark and light metal, aswell as more spec highlights on the blade edge and other bits,

maybe one or two scratches too

with the table i would suggest getting more lighting in there, up the contrast on the difference between light and dark on those legs.

also would be nice to see these with 100% illumination.

keep it up:thumbsup:

erilaz
05-17-2006, 12:16 PM
LoTekK: Thanks! As to the UV's, there had been a plan there to actually make the sides a little less uniform (in terms of dirt and wear), but I ran out of time! No excuse, I know, and i'll probably revisit it at some stage.

SHEPEIRO: Good points, and well done on your last UGAC! Loved it. One of my major failings is getting enough contrast in my work, so you're absolutely right about the lighting. I'll investigate vigourously!
Just for you, here's all the models so far self-illuminated!

http://www.artfuloddities.com/3D/128Props/Props1-8.jpg

http://www.artfuloddities.com/3D/128Props/Props1-8Wires.jpg

SHEPEIRO
05-17-2006, 12:22 PM
nice better to see it like this

couple more crits,

add the loo seat (the one you use for NO2s) to the bottom of the cover

get some green slime on that bucket, + if pos make inside darker

looking good.

LoTekK
05-17-2006, 12:28 PM
Ha! Sweet. Nice touch with the axe in the table. :p Hadn't noticed the lack of a toilet seat before; be good to add that in.

The fullbright render shows that you might want to consider painting more lighting information into the textures (inner faces of the table legs, for example). When texturing for low-poly realtime stuff, I usually keep my ambient at about 66%, with a spot and fill light, since this gives a better representation of a more typical lighting setup in-game (depending on engine, of course).

Cyanid
05-17-2006, 12:29 PM
hehe nice excersising here! that axe is very nice. I think...(cannot really judge since I am not into 3D ;) )
how long do they take you?

erilaz
05-17-2006, 04:23 PM
SHEPEIRO: Gah! I'm an idiot! Totally forgot the seat! :scream: And yeah, that bucket needs to see some SCUM! :D Thanks for the tips mate, you're really helping out.

LoTekK: I took that on and did it with this new one... came out pretty well. Thanks again.

Cyanid: They can take anywhere from 40 minutes (a lunch) to a few hours if i'm really getting into it trying out different ideas ont he textures/polys. Thanks for the support, even if you don't let 3D into your heart! :love:

Number 009: Skull (100% Self-Illumination)
http://www.artfuloddities.com/3D/128Props/SkullErilaz.jpg

Wires:
http://www.artfuloddities.com/3D/128Props/SkullWires.jpg

4-Bit Edition:
http://www.artfuloddities.com/3D/128Props/Skull16cErilaz.jpg


Post Analysis:
I'm trying to take the advice given on board more and more, investigating quicker methods of texturing and playing with ideas. I chose not to go with occular cavities in the skull and instead went with shaping the form of the stylised skull more. Having studied skulls to death in Rebecca's workshop, I can already see flaws in the model proportions, especially around the jaw, but I think it turned out okay given the poly limit.
I actually pelt mapped this guy! Pretty lazy for such a small model, but damn it was quick!:D

LoTekK
05-17-2006, 04:40 PM
Nice work on the skull, and great job faking the contours with the geometry. :thumbsup: Texture is looking mightily improved on the previous props, too. :)

SHEPEIRO
05-17-2006, 04:44 PM
the eye sockets are too black though they should be dark brown at darkest.

im guilty of using black to shade too, its a sin

erilaz
05-19-2006, 07:26 AM
LoTekK: Thanks dude. :)
SHEPEIRO: Ah yes... I should have thought of that! Ironicly it was the last bit of touch up that I did... darkening the sockets! My bad. :D

I will be on hiatus over the weekend (out of town), so don't think i've given up!

ts-falcon
05-19-2006, 08:01 AM
looking awesome as always :D i was thinking about doing a skull candel holder type thing for one of mine hhahaha. oh well. i still got some ideas up my sleave...(shifty eyes)...man its late..anyways, love the axe man!

erilaz
07-15-2006, 03:22 PM
Okay! After a long hiatus (going overseas and getting a lot of work in a short amount of time), I'm back with more daily propage!

Plus it helps when you've got inspiration such as blankslatejoe (http://forums.cgsociety.org/showthread.php?t=378559)around (dang them's good props!).

Let's just call this a warm up shall we? I've been out of it for a while! :argh:

Number 010: Sword (100% Self-Illumination)
http://www.artfuloddities.com/3D/128Props/SwordErilaz.jpg

Wires:
http://www.artfuloddities.com/3D/128Props/SwordWires.jpg

Post Analysis:
This one could have been way better than it was. Because i'm trying to focus on illuminated objects, putting in the extra shadows and highlights is a tough challenge, especially at this resolution!
I tried to make the weapon less generic, but it ended up looking like any other quasi-fantasy sword. Metal is hard at 128x128!
Feel free to rip into it. I'm here to learn from my mistakes.

urgaffel
07-15-2006, 03:41 PM
The blade could be a bit more interesting (blues and purples for example) and the little golden details get lost since it's so low res ;) Just looks dirty at the moment... Good warm up though! :D

Rebeccak
07-15-2006, 04:31 PM
Hi Martin, :)

Good to see you back at this! Keep up the good work! :)

Cheers,

~RK

SylvanMist
07-16-2006, 05:45 PM
You can easily put more detail on that sword without giving it too much shading.
Add scratches with simple light/dark values. Accent the fuller down the middle with a line or two.

erilaz
07-18-2006, 12:31 PM
Thanks for the tips for the blade! I'll take them into serious consideration for my next weapon. I really should go back over all the props i've done so far and clean them up, but for the time being i'll plod along since this is my daily training.

Urg: Thanks man. I spent a while trying to get the little gold bit looking right, but int he end I was tweaking about 6 or so pixels. Ewww...

Rebecca: Thanks! Come do some modelling sometime! :)

Roja: You're right of course. I got a bit lazy with the blade while I was working out the hilt. I endweavour to nail the details on the next one.


Number 011: Revolver (100% Self-Illumination)
http://www.artfuloddities.com/3D/128Props/RevolverErilaz.jpg

Wires:
http://www.artfuloddities.com/3D/128Props/RevolverWires.jpg

Post Analysis:
I spent a fair while on this... longer than I should have. Laziness is my major battle, as I left the handle of the gun pretty messy (no edge highlights and such). I based it off an old Whitney revolver that has a longer barrel; i've noticed in a lot of low-res models the way to make details stand out is to over-accentuate them. I did use a photo for the chamber and handle, but I felt they were clean enough to use without getting that awful detail blurring.
I just realised the last two polys I missed could have been used to make a rudimentry sight... oh well...

TheWinterLord
07-18-2006, 11:01 PM
great work! i like the revolver you really catch the metalic look in that one. (compared to the blade on the sword) keep it up!

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