UGAC - PROP 102 - ULTIMATE CRATE/BARREL - Blog


#1

I’ve never tried game art before but I’ve got a Sunday afternoon to kill so why not try my hand at something new? Here’s the concept:

My prop is intended for a 3D side scroller or 3rd person action/adventure style game with a humorous/cartoonish theme.


#2

Completed mesh:

Only 644 triangles so I am substantially underbudget, nonetheless I am happy with how it turned out so I decided not to add any further details. On to UVing and texturing… neither of which I am particuliarily strong at, I suppose I can consider the rest of this project a learning experience.


#3

Got some basic textures done, enough to get a strong feel of what the final product will look like:

I could really use some critiques at this point. I think my prop needs a little more life, I plan to add some decals on the crate as well as more detail to the dirt but I’d really like to here some more suggestions.


#4

Looks great! :thumbsup:

Since you asked for suggestions, one I would give is since you have a bunch of polys leftover, maybe add some baby tentacles around the hole or something. To me the tentacle just needs a little more “life” to it, even if its leaves or warts or something to add some character.

The wood textures are shaping up very nicely as well. Nice work!


#5

wow too

that must have been cool to model

very similar to you sketch, nice :thumbsup:


#6

Woah, really cool idea! The texturing is looking nice, too.

I agree with what lutonomy said about giving it more life. Some more tentacles would be cool, so would leaves or some offshoots from the main tentacle.


#7

You should use some of those extra poly’s on the bottom. Right now it looks like a mix between wood and dirt…either make it smoother for dirt or more defined for wood.

I also agree that it could use some more life as well. It would be funny to have tentacles coming out of the crate too…


#8

nice one, i think i’m going to vote for you. its unique :love:


#9

No updates for awhile as I’ve been trying to get my head around creating displacement maps in ZBrush. Haven’t quite mastered it yet, but I did manage to use up the rest of those triangles in my mesh, the current count stands at 991.

I’ve tried to integrate the crate a little more directly with the tentacle, this should be even more apparent after I’ve gotten the texture work done.


#10

Finally managed to get my head around creating displacement maps. Took me about two days of tinkering around to finally get this looking acceptable, had lots of fun though and I definetly learned a lot of good stuff. I will definetly be implementing ZBrush more into my workflow from now on, such an amazing program. Anyway below is the result of my toiling, all that is left now is painting the texture:

Also, I was curious, are we allowed to implement reflectivity into our material?

Any crits are very much encouraged, I really want to hear suggestions for how you guys think this might be improved more.


#11

Looks good. Maybe you can improve the sharpness of the displacement a bit. If you make the edges of the veins a bit harder, they would stand out more, and look a bit more real.

Overall very good though. The diffuse will finish this one off nicely.

Dont know about the reflective map, maybe if you switch it for the spec or bump map. I dont think an additional map will be allowed. Ask Bentllama to be sure.


#12

Almost finished now, texture still needs some work, but I’ve got the basics done, obviously the tentacles on the ground need to be improved so they’ll be first priority for tommorow evening.


#13

Finally finished! Didn’t quite have time to put the final polish I wanted on it, but at least I got it done and looking half decent. Thanks to all those who shared their input with me. Good luck!


#14

Wow! Well done. It looks like a small sculpture, very cool.


#15

This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.