UGAC - PROP 102 - ULTIMATE CRATE/BARREL - cale oglesby


#1

this sounded like a lot of fun, and a good chance to brush up on lowpoly modeling and texturing, as well as a chance to see if i can get my head around normal mapping (main problem is all the time the high poly object takes)

i have a different take on the whole crate barrel thing and i think it should be okay. i was surprised at all the literal crates and barrels and decided to do something a little different.

my sketches are poo and not final but give an idea of what i was thinking

so far the modeling is going okay. am at about 950 polies and can pinch more out of the hands or face.

does anyone know if options like reflection maps or actual reflections or refractions are allowed as part of the final look?


#2

I sure hope they are.

I love your idea. It’s a metaphorical crate suited for a particular environment.
Be creepy playing a game where you take cover behind that.


#3

thanks kiz,

at 980 polys and almost ready for some normal maps, i may skip the step on the figure and just texture it well with bumps instead of normals, because building high poly models takes me forever.

does anyone know if particle effects are included in the 1000 limit? assuming you are using facing they are 2 tri’s each and never heard and answer if we need to allot some of our polies for our particles or if they will be tacked on later.


#4

here is a rough test to make sure i can do the fancy normal maps - they arent too tough.


poly count is at 993 - not counting bubble particles.


#5

Illtackular! 1000 TRI count though, not poly. I would guess that your object cannot exceed that limit even regarding particles, other wise you could use 100,000 link it to a particle and call it a day. You could cut an arm off or something to get the count down. The only thing I dont like about it is the tube for his junk, seems like there should be another one if your trying to keep the tank clean, but the bubbles indicate that the fluid is being circulated.


#6

might i also add your only allowed one material (1 colour, bump, spec)


#7

glad - i can get this all done with one material, i am not too worried about that, just having the time to do it is the problem.

bazooka joe - it is 993 tri’s. i said poly, but meant triangles (thats why i put the screenie up with the counter)

about his junk and the tank. i was just figuring to make it an ideal habitation for the parasitic-wormy-mold-thing. i do not mean to argue the semantics of growing foreign organisms in humans, just thought it was semi-sciency and different so i tried it. it was rendered with a fog though so i will have to drop that and i guess just tint the glass or color the lights when its all one material.

thanks for the input guys


#8

Nice, can wait to see what the normal maps will do for this. I think the tube will benefit the most from the maps.

Good luck!


#9

thank you supe

here is a test of the diseased bubbles of the guy, it will also have snakey tentacles similar The Thing’s creatures.

not gross enough yet.

worst part about the process is that my video card doesnt do D3D driver in max so well so i have to render whatever i want to see.

that and i have to drawing pad, just my trusty mouse.

eek


#10

looks very cool!

i wonder how you ppl are going to do the 1 512x512 map. you can still do one map for everything, or probably i did not understand it correctly :stuck_out_tongue:


#11

Yep, you only use one texture sheet for the entire crate. I’ll post an example in my thread in couple of minutes to show you.
http://www.cgtalk.com/showthread.php?t=252144&page=2


#12

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