UGAC - PROP 102 - ULTIMATE CRATE/BARREL - sascha henrichs


#6

i like the game setting idea behind this one.
what material is it made of? Cloth like those i use when travelling or a hard suitcase like those they use to transport bombs/newspapers etc in?
Because if its a cloth material those suitcases are usually thicker and not so slim like yours is right now.
And if its beaten up like in your concepts i’d think about removing one of those metal edges at the corners - just an idea.


#7

ok here is some modeling progress:

currently 1021 tris. so i will go for the optimisation the next days:

here the wire:


#8

and here i made the textures this evening:

here the diffuse:

here the specular:

and here the normal mao:

i created the normal map with some knittered fabrics texture an the nvidia photoshop plugin. afterward i painted some details in the red and green channels of the map


#9

and here are some renderings :). enjoy.
currently its a bit single colored and a bit dark…perhaps i’ll do something about it…
also there will be some kind of paper sign thingy hanging from the handle, with the name of the owner on it (or some other undefined writings on it :wink: )
good night


#10

hey, relay nice one.
my favorit for now.

it reminds me on this german tv show for kids:
siebenstein


#11

Great job on the textures, they look very convincing. I think adding some paper will help to make it more interesting.


#12

looks nice. i like the idea with having diffrent bump mapping and diffrent texture, that would give it a luster like leather has.

i think inside its the murder weapon for shure. its a pair of shorts that the murderer used to strangle its female oversized victim. no doubt about it. you can see trough the bump mapping what’s inside. if you looks closely, you can see the shorts are split in two and they get assembled by the assasin that night right before the murder! there, i’ve solved your case. i, being the detective in the game.


#13

hi and thx everybody for the nice comments.

 i just made some motion pic of the crate, to see how the speculars and normal maps work out.
 i made it available 

here (~7MB)

the only thing i changed yet, is the height of the suitcase, according to what jOBe mentioned. it really was a bit thin for a travelling suitcase.


#14

looks really awesome, the normal and spec really look great in the turnaround. Can it open? It is too small to be a “cover”-style crate replacement, so I assume it is the “item-providing” type? If so I would think it would have to open to be a functional game prop.


#15

ooohhh, tha’s what specular light means. i’m learning. specular map? i’ll add one just to see what it means.

this is my first competition, my first model, my first thingy.

i like the lights as the thing spins around, very good :thumbsup:


#16

thank you!
no currently all faces inside are deleted. and i dont think it would be that good for the game design, to make the searching of a suitcase also realtime 3d. the idea is this:

the game could be first or third person. but when you click a suitcase or cupboard, the screen changes to a 2D/3D mixture pic, where an open suitcase/cupboard/whatever is shown, and where the items inside could change and -> be grabbed! :slight_smile:
you could make some relatively high poly inside stuff and put some physics on it and make it clickable, grabbable and movable. perhaps you can use some knive or hammer to discover hidden drawers :slight_smile:
ok just fiction but that would be rocking!

hehe i know it all just cheap excuses for that i had to use the polys outside the suitcase for getting the shape :wink:
but anyway i will do some optimising the next days, and perhaps we get some insides then :wink:


#17

Oh yeah, very very good job on those maps :thumbsup:


#18

actually i think that sounds like a pretty decent idea :slight_smile: i was just curious if you had thought about those options, but i see you have! great stuff mate!


#19

sascha henrichs,

could you tell me how to do the normal mapping? i’ve sen a lot of blue an red. i’m not shure how it works. what do i have to do?


#20

hi fanton, i think you should go through THIS tutorial
it is very good and very detailed, but also much to read
hope it helps


#21

That’s a nice lookin’ case. Actually it’s a crummy lookin’ case, but in a good way. Those specular highlights really make it look convincing.


#22

That is some great texturing.


#23

hi guys n girls(if there are any)…
now i spend enough time on this one and i made it ready for submission. i spend now nearly 2 working days on this one, when i count the hours of working, and at some point it has to be enough…
dont know if there will be a special submission process. i will post the stuff then once again, if so.

here we go with the crate. these things have changed since the last update:

[ul]
[li]made up some alpha channel part into the diffuse texture (i used *.tga’s) for the small paper sign[/li][li]put the paper sign on the handle[/li][li]reduced the number of polys to a total of 998 :)[/li][li]gave the case bit more height/thickness[/li][li]made a new turnaround movie[/li][li]made up the submission sheets[/li][/ul]____________________________________________________________

and here the final shaded views.

here the wire:


here is the new turnaround animation with the final mesh:

Video encoded with 3ifx codec (~4MB)

Video encoded with DivX5 codec (~7MB)


so thats it. perhaps i will update my first post, for that you do not have to go through the whole thread to seek for the interesting infos.

This challenge was very nice and it was lots of fun. some of you are really making great stuff! :bowdown:


#24

:thumbsup: not much too say - great concept - great final…


#25

thx man!

i also made up a package with the max file and all textures. i can be downed HERE