UGAC - PROP 102 - ULTIMATE CRATE/BARREL - DevilHacker


#6

Hey, Thanks for the suggestion.
No worries though. I am just trying to get everything set up first, their will be heavy scene optimization when I am done.


#7

Setting up holes in the crate were the legs will come out…

And, yes, I know there is lots of wasted tri’s there.
But as I said before I will delete all that I don’t need, when I get the legs in there.


#8

Ok, in the picture below, I am setting up were the entrance to the “living Crate’s” mouth will be.
Nothing much here either, but I thought I would post for those who want to follow along with the steps I am doing.

   [[img]http://img143.echo.cx/img143/9063/livingcrate3mini8lu.jpg[/img]](http://img28.echo.cx/img28/2226/livingcrate31gw.jpg)

-6/22/05
I just got done with the teeth, and will be posting them in a min.


#9

OK, Here are the teeth.
What I was basically going for here was for the teeth to look like splintered wood, or broken glass. If anyone sees something that they think I can approve, speak up, because I will be moving onto modeling the legs and feet next, and hopefully finish (or mostly finish) the model before I drive up to Texas A&M later today.

     So, Here are the images:

-6/23/05


#10

Whoaaa, dude, you are planning on cutting down your polycount, right? Cause those holes where your legs are going to be have ‘high-poly’ written all over 'em.
I think it might be better if you just extruded the legs from the sides of the box or something rather than actually have them come out of holes… that’s the sort of thing you would be able to add in with a bump/normals map or something…

-eric


#11

Ya, I have cut down the poly count in half, were the holes for the legs are, and will further cut down on the polycount when I optimize the scene. So I should not have any problem with going over 1000ploys.


#12

Ok…
I got the legs done.
And before everyone says to cut down on polys…
I know, and am right now.


#13

Ok, Below is an picture of me taking off the legs, and optimizing the holes…

-6/23/05


#14

OK everyone, this will be my last post before I drive up to Texas A&M, and as I said above, I will try to get hold of an hotspot, and post replies.

As everyone said I should do, I optimized the scene, and now I am only 320polys over the limit. So, don’t worry, I will be under an 1000.

Ok, here are some screen shots!

[[img]http://img25.echo.cx/img25/8941/livingcrate71mini3mu.jpg[/img]](http://img25.echo.cx/img25/5402/livingcrate716ku.jpg)

[b]

-6/23/05[/b]


#15

definatly use less polys for those legs… looks like your using maybe a 12 to 16 sided cylinder? I’d hit that down to about 7 to 9

as for the holes, just make the legs seperate objects and keep the holes to about 4 to 8 sides at most then extrude inwards once…

it is getting there but definatly some optimization could be done.

oh and… I would cut the amount of bevel you have going on the edges of the box by half… that is taking up alot of uneeded polys as well.

Because really you have to think, depending on the game what is the player going to have time to see? This is a moving box so he will see even less.


#16

HA! Told yall I would find an internet connection!
:smiley:

Hey Geta-Ve, Thanks for the reply!
I am definitely going to take use of that advice when i get back home…

I was wondering about one thing, and hopefully some people here can give me their thoughts about what they think… I was recently thinking about adding an eye (like an Cyclops) to the box, if I can find enough polys left to pull it off… What does everyone think?
:shrug:


#17

it’s definatly possible if you use your polys wisely, but i think for your concept the crate would look better without an eye

just think if its in an adventure game or what not it would be randomly running around taking big bites at things. I could imagine it scuttling around really fast… like at first you think its just a normal crate because you wouldnt see the teeth or legs but then when you get close it sorta bounces up in the air the legs fling out and the mouth opens and it runs randomly around biting the air trying to get you

heh.


#18

i see it more as a tube rather than leg. the crate itself looks to me like a the evil water pump, or sludge pump. and the legs like tubes that fit inside some sludge, radioactive substance, or slime, or something like that.

and whoever passes by it spits acid, or toxic subtances. doesn’t really move around. and has only one eye in its forehead.

that’s how I see it.

looks good anyway. good stuff:bounce:


#19

[color=white]Ya, that’s how I originally saw it…[/color]
[color=white]With the crate walking around just taking bites of anything it since.[/color]
:smiley:

[color=white]Thanks.
Don’t worry; it will defiantly look like an crate when I am done with it. I plan on maybe having the textures WWII era

:thumbsup:

[/color]


#20

Ok, I am back home, working on my workstation now, so the progress on the living crate can continue!

Last night I was reading over some of the competitors forms, and I saw Supervlieg’s gif of his model spinning in 3d
Very cool idea. I am surprised that there aren’t more of those floating around the forms.
So here is mine:

Just remember supervlieg, that what I am doing (with the animated GIF) is the sincerest form of flattery

[b]

 [img]http://img29.echo.cx/img29/8691/livingcrateanimation26jc.gif[/img]

[/b] [left] -6/27/05[/left]


#21

Ok everyone,
I need some help coming up with some original ideas for symbols to put on the wooden texture for the crate

So far I have come up with putting an small CGTalk Logo in the top left corner of the back panel of the crate

(Like the picture below)

What else can I do to help make the texture better?
[color=white]I am thinking about putting a large red “painted” on fragile sign on the crate’s front forehead. What does anyone think? Should I just forget about the logos and signs and stick with a plain wooden texture? [/color]

[left]-7/01/05[/left]


#22

Ok, I took a little time off making the textures for the model, and went back and tried to optimize the model some more to get it under the 1000poly limit. The first thing that I did was to take Geta-Ve’s advice and remake the legs with them being 8-sided instead of 16-sided. Needless to say, that brought down the # of polys dramatically, but I was still over the limit (but not by much). So it came down to me killing off some of the living-crate’s teeth (four to be precise); but as others said, you will not be able to tell in-game with the crate moving, so I don’t mind that much
Also, if everyone has not noticed yet, there are no feet on the crate, like in the concept drawing. Well, here is what I am thinking, I am running out of time, and am barely under the poly tri limit, so what I am going to do is leave the bottom of the feet flat, and just say that the crate has suction cups (like those on an octopus) on the bottom, instead of the planed clawed feet. This has many advantages as well, with the biggest being that the “living crate” can now craw up walls

   Well, Here is the finished model, [b](look below)[/b]

I am off to go take some pictures of wood outside, and continue working on the texture
If anyone has any ideas for some original symbols, and they want to share them, by all means do so.

  [[img]http://img117.imageshack.us/img117/8316/livingcrate81mini2ez.jpg[/img]](http://img117.imageshack.us/img117/4329/livingcrate813dt.jpg)
    
   [b][[img]http://img117.imageshack.us/img117/4793/livingcrate82mini4xk.jpg[/img]](http://img70.imageshack.us/img70/3976/livingcrate828eq.jpg)

   -7/01/05[/b]

#23

Lol, thats okay. But if you put on some textures that gif will be reaaally big. Im looking into realtime plugins to show the model. But so far I’ve had little luck finding one. Maybe Ill resort back to the animated gif once more.
Anyway, looking forward to the textures dude.


#24

[color=white]Hey, thanks for the reply.
I hope to have the textures done soon.

As far as an engine, you might too look at the Nebula Engine.
I know one of the developers that is working on the project.
It is very powerful, but takes some time to get used too, and to take full advantage of it you will at least need to know a little C++, as the engine is still in its infancy.
But it is worth the time you invest into it.
:thumbsup: [/color]


#25

Ok, Here is a little preview, just to say that I am still here, and don’t start judging without me

I am slapping the textures on as you read this. :smiley:
As per the rules, I have one [font=Times New Roman](of each of the three allowed) of the following maps:[/font]

[color=lime]ONE 512x512 color map[/color]
[color=lime]ONE 512x512 bump map[/color]
[color=lime]ONE 512x512 spec map[/color]

So here they are:
Color Map:

Bump Map:

Spec Map:

-7/04/05