UGAC - PROP 102 - ULTIMATE CRATE/BARREL - MWarsame


#1

Hi guys

First I couldn’t think of anything, I sketched a box then got stuck and thinked for 20min or so, just talking to myself on what I could do to this box I sketched, so came in my this:

Its not all that but I guess I’ll get me going, however, I rebooted my computer and can’t find truespace CD, boy I’m in trouple, gotta fetch for it

-mw


#2

hope you find your cd, i dont think the chains are a very practical idea with a budget of 1000 tri’s. rope would propably be better.


#3

thanks Opelfruits, for the chains, I’m planning to do it as a plane with alpha texture, I’m worried about the arms and the guns. Its another job to handle


#4

Heres my story

Game Genre: TPS

Info: The crate is y’know alive and armed&dangerous with dual space gun, the prop can never get its tongue in so its always there and when it talkes you can imagine how it’ll sound. it’ll propaply be found where the player would go to complete level so the very far end of the level and player has no choice but to cross it somehow

Gotta find that damn CD…


#5

Ay yay yaa! people activated their NOS, everyone done something, everyone is on rush and once you say you wanna rush, terriple things happen, First off, I’m still looking for my CD, so I started modelling on Gamespace. Some of you may know it or may not. Its ok program, been using it for while now anyway, lets get down to business.

I’m in big trouple, I way passed the LIMIT, gotta reverse back a little
heres how I started:

and a wire

as you see, its 1000+tris without the (guns, teeth, eyes and nails) rest are planes but check this, without my stuff. gotta do something

see ya soon


#6

Hi all

this is an update

As you notice, theres a little change, the prop won’t be armed & dangerous but peace and friendly, I decided because of my poly count that the prop show have this plane fla which will say finish or something anyway

and a wire

took care of the poly, now I have only 7 tris left, because its 993Tris

alright, see ya soon


#7

I like the design. Looks good so far. I cant wait to see it textured.


#8

Thats looks like a lot of fun. Very true to the design you made.

Maybe you can cut some polies from the arm and use them to give the tongue some mass. I think it will look very flat if you keep it a plane.

And I think you should take a look at the hands. Try to look at some refs, and adjust the shape accordingly.

Good luck!


#9

that cut down the centre of the tounge etc could go and you’d loose a load of polys:)


#10

cg219: thanks, I’ll start unwrapping as soon as I finish modelling
Supervlieg: thanks aswell, I’ll do some adjustment very soon and the tongue too
GLandolina: thanks too, I dunno know, if I loose that hole, it means I gotta texture it like mad. I must do a serious thinking

I don’t think I’ll do much today, I’m tired like F@$&, work is terriple, money is good :slight_smile:
I too can’t wait to unwrap, this one looks weak, I can bully it

see ya guys soon


#11

alright guys, managed to unwrap

  • copying a style I saw about the watermark “text” anyway

heres the hand with texture:

and a wire

I dunno whether to make the arm as relistic texture or a cartoon style, after all my model is a cartoon style, the UV layout is a mess huh

ok see ya soon


#12

You really need to work on the shape of the arm. It’s looking really flat right now. I understand what your trying to do, since your hand it very flat, but you need to also work on making the hand look like it 's fist, instead of an open palm. Your geometry is also not very clean. Remember to work in quads, because the quads are then cut in half to form triangles. I’m pretty sure a game engine would have some problems with the 10 sided poly’s you have sticking out of the box. Always reference other models, if your not sure. Look at some characters done here in the “Game art design” forum for help. Good Luck.


#13

thanks spirogyro, I myself am not happy with this result, just found out your thread after finishing everything, well just about everything, heres the UV Layout

first shot

another shot guys

ok one more

I’m thinking of doing another entry, this is fun

notice his front face, I just droped a paint on it because theres a mistake in my UV wires


#14

Time for some more unwrapping. Try incorporating some basic shading in your texture. It will help to make it less flat.


#15

yes, like supervlieg alreadxy mentioned, use some unlit areas in the diffuse texture, like under the arms or downside the box. and as i always recommend nerve make use of the (demanded) specular and normal maps!


#16

don’t give up with the unwrapping. it took me four days to make something that works. it took me two days to learn unwrapping, and other to days to practice it until i get something that makes sense. i unwrapped based on each material.

this is what i do

i print screen the wire map from 3ds max

i fill the holes with pencil

i fill all white wires with black, i fill the green ones with white, and the inside with white

now use the wand on the black then reverse (it makes sense when you will have some texture there and cannot use the wand anymore, but you can use it on the black and click reverse)

now the texture is limited by the border, and you may draw inside (its more exact)


#17

thanks guys

-fanton I already know that but the problem is laying it out the wires


#18

Ok, I know its a little late, I haven’t given up yet mister

I’ll post a final render tonight


#19

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