Ugac - Prop 102 - Ultimate Crate/barrel - James Kaufeldt


#21

Glad you like it, guys.

Got the darn thing unwrapped and a decent UV-layout. Since I can’t paint to save my life, I have to find another way to make the textures… Decided to model a flat high-resolution version based on my UVs, then render that out for the textures. That obviously makes it easy to render normal maps as well.

I went a bit nuts with the deliberate overlapping UVs in the first attempt, so I had redo the mapping a bit… Still some major overlapping going on (mostly left-right symmetry based) in order to conserve texture space as far as possible.

As you can see in the images below, I still haven’t decided what colour scheme to go for yet, but I’ve settled for the typically detailed tech style, and already built the most prominent bits of the crate surface.

A touch of ambient occlusion baked into the colour channel goes a long way for starters, and the normal map does the rest. With colouring and some nice specmap on later, I think this thing might be able to take off.

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#22

Just an update on the progress…

Here’s what the normal map looks like at this very point:

Aaaaand here’s a quickie test render (added shadow here too since most decent game engines seem to support that these days):

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#23

:eek: It’s amazing what normal maps can do, that’s :buttrock:


#24

It’s not what normal maps can do for you, but what YOU CAN DO FOR YOUR NORMAL MAPS

cheeeerrrsss

:stuck_out_tongue: Great render man!


#25

Thats looking more and more like the ultimate crate. Keep it rolling!


#26

Totally uber-slick!
I love it!
It’s a totally awesome, classy, and yet still simple design scheme… And I love your lil’ chubby bomb, too.:smiley:

Awesome one!

Those textures are :eek: as well!

-eric


#27

Thanks for your comments, duuuudes…

Last one for today - straight render above and the current colour map below.

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#28

wooow, thats cool, y’know the machine seems to be off, no power but anyway waay cool


#29

Ditto on both remarks…


#30

DL - :smiley:

James, the yellow middle metal part (wow say that 5 times fast) has the grain going downwards/vertically, I would make it go horizontally… because think if this big hunkin piece of metal was cut from…er… metal, it would probably be done lying down with lasers or a sand/water blaster or something similar which would result in the grain going horizontally (at least i think so…

edit: btw, ya you need to get some glowing lights on that baby! oh and you got a good doom3 vibe going on… I seen this one custom doom3 case mod that reminds me of your model… or perhaps that should be the other way around…

well either way… great job so far!


#31

Geta-Ve - Good point about the grain direction… while I don’t really buy the technical explanation :stuck_out_tongue: it still looks better going the other way.


OK, I decided I’ve already spent too much time on this, and I wanted to do it as fast as possible, so I’ve just finished it up… admittedly there could be more work done on the textures, but I think I have learned a few lessons while working on this anyway, so - mission accomplished.

I understand there’s some sort of final submission thread coming up later, but in the meantime I’ll post my deliverables here as an official “I’m-effing-done-now” statement :smiley:

First up, the four rendered views:

And next - the wires:

The colourmap:

The normalmap:

Aaaaaaaand, the specmap

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#32

Beautiful work!! Love the mapping :thumbsup:


#33

damm n blast, and ive just entered this too. love this create look very nice indeed.

would love to get my object up to this standard but it wont even be able to lick the boots of this one.

good work.


#34

wow!! good stuff man!! … a real fast worker too… real impressive…

i starting to look real ultimate now all colored…

question… did u paint the normal map or u actually made a higher res model… hmm… i’m kinda new on all these normal mapping stuff… please educate me… :smiley: bow

okie… back to work for me!!


#35

Glad you like it - and yes, I actually made a higher res model and rendered it out with a normals shader thingy. I built the high-res version (about 50.000 polys, roughly 100.000 triangles) using the UV-template as a guide, and just rendered it with a frontal camera.

Usually you would make your low res mesh, map some clean UVs on that, then build a high-res copy of it and finally bake the normals using something like Nvidia Melody or the ATI Normalmapper, but I didn’t really plan ahead on that bit, so my UVs were not clean enough (didn’t even try, but since I had a lot of UV overlaps, I was pretty sure that the bake procedure would fail… so I went for the brute force manual labour method :smiley: ) I’ve attached a perspective view of the high-res stuff here:


#36

thanks man… i really wanna try normal mapping now… sound alittle complicate, but very interesting… and top of all… it look too cool!!


#37

well, that’s just sweet, looks like a winner, James!

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#38

Excellent work! Between this, Supervlieg’s bio-barrel, and a few of the other ones, I don’t think I stand a chance. Great all-around. :thumbsup:


#39

yes but what’s the coffee like? :slight_smile:


#40

JamesMK excellent on the normal mapping, and creative technique… I’m going to use it sometime :)…

CROWDS WE HAVE A WINNER! HAHAHA

PS: I think i will join this comp after all, how much time is left? BLAA I go and check my self…