View Full Version : Market Stall Asset
02-17-2011, 11:11 PM
Alright guys, well lately I have had an idea to create some small game assets (Props) in a medieval style for maybe my portfolio...will see. I have gathered various reference material throughout the internet and come to my own kind of concept.
My objective shall be to model and texture the assets to best of my ability while keeping to the concept and keeping a low poly count. I have come to understand that having the ability to present work within a game engine is quiet desirable, so I am going to try and get my feet wet for the first time with UDK :)
02-17-2011, 11:14 PM
Market Stall Concept
02-18-2011, 11:50 AM
You have a nice concept there. Can't wait to see it in 3d. Since you said you're going to be making it for the UDK will you make it so that it is destructable? A lot of games now have destructable elements and I think it would look good in a portfolio if you're thinking about that.
02-18-2011, 04:33 PM
Hey, cheers. I know itís not the best of sketches but as long as I create something that can be visually seen to be the same. Like I said, this will be the first time I will have touched UDK so I will be just glad getting all the assets in game. I have seen some portfolios on the net and itís a great suggestion about attaching physics to the objects. I guess this is achieved after creating the collision mesh?....is it difficult to do?
02-18-2011, 06:44 PM
So after looking at my concept I have created, this is what I have come up within 3ds Max. All props are separate and I intend on UV Mapping and texturing soon.
I just thought I would post up a wire frame shot of the finished stall; I will post up individual poly counts for each prop later I will also post a closer wire frame shot for each object
02-21-2011, 08:56 AM
Hey, this looks very close to the refered picture!
You should maybe ad some more different vegetables.
02-22-2011, 03:53 PM
Yeah I agree osgii, maybe some potatoes or carrots, I could probably nudge the poly count down some more with cylinder vegetables :)
02-22-2011, 03:59 PM
So progress.... here is a presentation sheet showing the wire frames and various other stats for each object, it would be great to hear comments as to if the polys are too high or acceptable regarding gaming standards. It may also be noticeable that I have reduced the polys apples, I just thought it would be an unnecessary waste on hardware for a small prop :)
02-23-2011, 07:46 AM
It was a nice jump from the sketch to the 3d model. I like what you have done!
about the poly count, if they're only going to be back ground items their poly count could be reduced 1k+ is a bit much for a simple bowl that the player won't pay much attention too in my opinion. Maybe you can try optimizing with out losing the shape.
02-24-2011, 09:46 PM
Here is a 3DS MAX render of the market stall after it has been textured, i hope this gives you guys chance to see what it looks like before I hopfully import it all into 3ds max. Iam currently taking all the crits into account and i will be altering them before the import :) just in case anyone is wondering, the size of the textures for each prop are on the wire frame presentation sheet.
02-27-2011, 06:07 PM
I really like it although it is probably a little too hi-poly. One design crit I would offer is that the cloth is an unused opportunity to add something of colour to compliment the fruit and veg. Nice work though.
02-28-2011, 07:47 PM
After abit of time watching and reading tutorials on importing assets while also having a good play about with the UI in UDK, I have finally managed to import all my assets into a scene using the bare basics. Hopefully when I get to grips with the engine I will be able to do so much more however until then Iam happy that I imported my 3ds max models. So here is a real time render of the market stall taken from the 2d concept :) Your opinions are always appreciated thanks
03-01-2011, 10:12 AM
I've already attempted to post in this topic but the mods mustn't have approved it yet...either that or it's just got lost within the infinity of cyber-space :eek:.
Anyways, in the post that was meant to be I said that I really liked your scene here albeit maybe a little too hi-poly but one design crit I offered was that the cloth had looked too drab and didn't stand out much but it looks much nicer in these last two renders, was it just the lighting?
Congrats on the work, it has a nice tangible feel to it. :thumbsup:
03-01-2011, 05:54 PM
Its a nice looking piece and is very true to the concept, but 27490 tris is massively over budget. A main character model for this generation is around 10000 triangles, piece like this should be 3000 - 5000 tris tops.
All of your fruit (with the exception of the melons possibly) should be rendered out as normals; same with your bowl, you can heavily optimise this.
Great stuff putting it into Unreal, maybe work on the lighting a little bit as it seems like you're using a point light and it isn't presenting your work as well as it could.
03-02-2011, 03:16 PM
looks quite good.
But for betetr presentation the lighting could be tweaked.
Shadows r too strong andit shard to see many areas. Add a skybox (maybe UDK skybox will work just fine). The skybox will also help to have a contrast with background as having black bg is not that good idea especially with black shadows ;)
Also textures r globally kinda muddy. Mayeb try to play with levels as well as weaken the "noise" overlay which u have.
03-02-2011, 09:00 PM
Thank you everyone for the constructive criticism! I understand that the scene is probably to high poly and I had my doubt however thank you for pointing out a rough poly count guideline to aim for.
My problem is where do you think I can cull most tris? The vegetable box seems to be eating away allot of tris when cloned, but should I sacrifice less rounded apples?
Thanks for pointing out the lighting too, itís something Iam looking forward to looking further into and hope from what you guys have posted I can come back with a better potential portfolio piece :) Cheers
03-03-2011, 02:08 PM
Okay, see attached. for some quick feedback, this is just based on the wireframes i could see. (apologies for any spelling errors!)
edit: hmm, looks like the forum resized my feedback image, Still seems to be legible though. Here a link to the image just in case... http://i90.photobucket.com/albums/k245/Kirkley82/feedback-1.jpg
This is pretty much how i'd handle this, If you really want to keep your fruit mesh then yes, you'll need to optimise them as well. But it'll be a lot cheaper to render these out as normal maps.
As for lighting, the black background needs to be replaced with a Unreal skybox like Matroskin suggested.
Try using a dominant light instead of a point light for quick (but better) results.
But worry about lighting after you've optimised your model first!
Any more questions feel free to ask.
03-06-2011, 11:01 PM
Hey vertex, cheers for the in-depth constructive feedback you have offered regarding the topology!
Iam currently working on reviewing the polycount and hope to come up with some better, yet less demanding hardware results (will post soon). I do defiantly like the shape of the veg but like you say it would be much cheaper to go for flat normal.
I have been working on the model and it seems that in order to get the model down to around 3000- 5000 tris, I will prob have to lose the apple shape anyways, I might add some sacks of spices or something to make up or it :) Thanks again
03-15-2011, 09:01 PM
Hi guys, I know itís been awhile however I have been doing bits of other work alongside. I have taken the poly count into consideration and have come up with the following conclusion. Hope this looks like itís a step in the right direction. I have worked the poly count down from that massive 23,000 tris - roughly 7,000. All needs tweaks on texturing but just getting your opinions. This is just a screen grab within max, (No rendering/shaders) all your constructive crits welcome! :)
03-21-2011, 09:49 AM
Much better! Yes, a big step in the right direction :)
7000 tri's isn't too bad, especially since you have several duplicated props. If you're thinking of putting them back into Unreal, I'd export the barrel and the empty crate as separate objects.
The diffuse texture looks good as well, the cloth on the stall could be a little more tattered since it looks relatively clean against the rest of the stall.
Keep it up!
03-21-2011, 09:49 AM
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