UGAC - PROP 102 - ULTIMATE CRATE/BARREL - Steen


#8

I deleted some edges and tried to clean up the skull a bit. I attempted to keep goofy polygons to a minimum.


#9

Right now that skull sits at around 550 triangles, which is the majority of your poly count. Because of viewing distances and so on, you can reduce the count of that skull by a helluva lot, and still maintain the same look when viewing the crate as a whole.

Probably around 250 triangles would do the job just fine, but I think (as a current employer, and a former teacher) you could use the practice making really low poly.

So here’s your challenge:

Duplicate the skull, move the duplicate to the right.
Reduce that duplicate to 250 triangles.

Duplicate the reduced skull, move to the right.
Reduce that duplicate to 100 triangles.

Duplicate the even more reduced skull, move to the right.
Reduce that duplicate to 60 triangles.

I think you’ll find that while viewing all of them at once, from the distance of framing the whole chest, that likely the 250 will look just as nice as your 550, and the 250 won’t really look that much worse.

If you are planning on normal maps, you can cut that detail way down. Remember that the most important part of a model that has normal maps is the silhoette. Things that bup inward can be entirely handled by the normal map - i.e. the eye and nose holes.


#10

Dargon, thanks for the suggestion. I really don’t have a lot of experience working low poly, and this should help me out a lot. Much appreciated.


#11

like dargon sez, the skull is nicely modeled but you wont see this detail from more far away than ~5 meters.
peraps you want to give some polys to the insides of your crate? some coins and plates and golden cups?
also it would be a blast, havein some animated texture decals directly over the golden coins, with some glows and glitterpoints fading in and out…but i do not know if this is allowed in this challenge. :shrug:


#12

I boiled it down some more. Here’s how it’s looking.


#13

yeah, seems that polyreducing worked for you :slight_smile: :thumbsup: well done


#14

yeah, you can barely tell. and with the ingame motion of the game, you aren’t most likely gonna stop and stare at a skull on a chest :wink:


#15

Nice optimization!! I love the way that scull looks at me lol :slight_smile: It’s gonna be a fine chest! :slight_smile:


#16

Much better! Still could go lower if you have to, so if you run out with the rest of the model…


#17

Here’s the whole thing. Skull, knife, arms and all. It seems that I’ve pretty much used all of my tris. I’m thinking I’m going to have to come up with a texturing solution for those bones on the sides of the chest. I could probably buy myself a few more tris to work with if I get rid of the indentation on the sides and back of the chest. I’m just not sure it’s worth the effort. Feedback would be great at this point. I’m not exactly sure what I’m gonna do.


#18

hi steen, you could save plenty of polys, by making up an alpha map for the fingers of the hands, insted of using solid geometry. you could set up a very low poly plane and bend it like the fingers are currently bend.
. i it works out well you could also think of saving some polys by using this technique also for the forearms.

you could visually improve the crate by using some polys for the inside/content of the box. so that you have a homogenous distibution of your polys all over the details.

the insets are ok. perhaps you should leave them how they are.
the skull could also be reduced a bit more. try to leave out the eyeholes and use therefore only a gradient grey to black pixels on your texture. make use of the normal map also on the skull! arrange the interplay of mesh and normal map.

perhaps use ur “highpoly”-skull as a source for the normal map, then use an EXTREMELY reduced version of the sjull for the low poly mesh.
you could try using “melody” from nvidia for making the normal map.
when u saved some polys go for the details of the content of the box.


#19

Thanks for the suggestions Sascha. I tried to install melody but it seems that my computer is too old. I’m using a geforce 3 on a pentium3. I guess I’ll have to look into something else.

I’m going to experiment with the alpha map idea and see what kind of results I can come up with.


#20

That alpha map idea seems to work pretty well. I think it actually even looks better than having the 3d fingers.


#21

Here’s my finished model. Those fingers seemed to be eating most of my triangles. I bought more than I needed in order to add some treasure, planes for bone detail on the sides, and planes for glows in the eyes and on the knife. I’ll be using alpha to get a flame-like effect on the glows and to draw bones on the chest.


#22

Looking good. To get some volume in your glow from all sides, try making it a crossplate. Thats basically two quads cross with eachother with the same alpha texture.

Rock en Roll!


#23

Will do. I think I’m gonna add some to the inside of the mouth too. Your model turned out fab, by the way.


#24

Ok, the challenge is over and I’m still workin’ on this thing. Too much to do in too little time. I think I just needed this challenge to knock the rust off of my CG skills. Anywho, here’s my texturing thus far. It still needs smoothing out in a few areas (crazy glows, bones on chest, superbumpy cup), but I’m pretty happy with it.


#25

I agree - the skull looks nice. Good shape to it.


#26

Maybe make a couple layers of alpha for the glow on the gold. Right now that needs some tweaking. Smooth out the faces on the skull (easy fix). The glow on the knife could use some tweaking too. Otherwise yeah, you’re pretty much done.
Put it on a ground plane and cast some shadows for a beauty render.

_neil


#27

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