UGAC - PROP 102 - ULTIMATE CRATE/BARREL - swizzle stick


#23

looks cool :bounce:

if i would have read your post yesterday, i woudn’t have known how you’ve done the texturing. today i spent all my time unwrapping. so i know what you’re taking about, i think.

very well done. the paper looks to white though. a yellowish paper would look more “garbagy” :slight_smile:

i really like the dirt oozing out from the bin.

you could also put the lid at the on the ground resting on the bin. and get a render from a a higher position to see what’s inside. i’m curious how the inside looks like. i wanted to see the burger thingy textured.


#24

The texture’s pretty far from being complete right now, but I’ve certainly made progress. As of now, only the outside of the can, the lid’s handle and the lid itself are textured. The fly is also there, but I’m not sure I’m going to keep the current version or the fly. As for the inside of the can, it’s still just a brown surface color with a couple of boxes on the inside (see the earlier pictures).

The hamburger isn’t textured yet, but I’m going to scan in a couple of hamburger buns and see what I can work out. As for seeing the hamburger, it’s not actually going to be visible most of the time. The point of the can is that it gets smashed or knocked over and the burger pops out. I’ll make sure to include a picture of the textured hamburger next time I update here.

The paper’s going to be a piece of newspaper, so it’s going to be a kind of lined light gray. That’s just the color I gave it in Lightwave with an alpha map applied.


#25

Texturing is going nicely, if a little slow. I need to find a decent picture of some cooked hamburger, but I already have some buns. In fact, I put a bun on my scanner (on top of plastic wrap to keep the scanner bed clean) and just scanned it straight into photoshop. It was a wonderfully easy way to get textures.

Here’s a small (665 kb) movie demonstrating the bump-map, spec map (only on the sesame seeds) and texture on the burger. QuickTime .mov format. Should work for most people. If you want a .avi or any other format just let me know and I’ll probably be able to get it up. If you save the movie and set it to loop it’ll do it seemlessly.
http://www.cowlook.com/burgerbump.mov

And, finally, a render for a size comparison of can vs. burger. The burger’s big so it’d actually show up well on a TV screen or other display. Giant burgers are also cool. :slight_smile: I know I have some texture stretching going on around the edges, but it’s not that much of a concern right now. The newspaper comes complete with an amazingly narcissistic and creepy-looking picture of myself.

On the ‘things to do before it’s finished’ list are the top and bottom of the lid, the outside edges and bite of the burger, the garbage, and the bottom of the can. I also need to seriously tweak the bump and specular maps so that the can has just the right amount of bumpyness and sheen.

Edit: Oh, Lord, I just realized how wrong those first few sentences could be taken.


#26

Looking good. I think you have to rough up the barrel a bit more. Make it dirty, and add scratches and stuff. Basically, make it look like it has been through hell. Look for pics of dirt on google and add them to the texture. It will make the can more alive.

And I like the flies too!


#27

looks very nice :bounce:

     The trash can must be darker.
     
    looks at [http://www.electricwomen.com/hunterspoint/images/7-trash-can.jpg](http://www.electricwomen.com/hunterspoint/images/7-trash-can.jpg)[](http://www.electricwomen.com/hunterspoint/images/7-trash-can.jpg)      

accidentaly, it’s also a crate around there :slight_smile:


#28

Fanton was asking about texturing the models with a 512x512 map in cale_oglesby’s thread, so here’s the example I was talking about. It’s the texture sheet for the garbage can, burger and fly.

It’s still unfinished, but it’s coming along nicely. Now, I must be off.


#29

how do they do the transparency then? and the glowing effect. since this is but a model with a skin.

i have something simmilar, except i’m working backwards. i am doing the unwrapping first, then i’l copy it into photoshop and do the painting there.

yours its pretty small though. i have so many elements.


#30

I’ll tell you exactly what I did. This is from Lightwave (7, I really, really, really want to update soon. sigh), but there should be very similar stuff in Max.

For each part that I knew I wanted to have a specific texture for, I created a new surface. That is, I colored each part that I wanted to have a separate image for differently from the rest of the model. (see the early progress screens for examples) Each one of these surfaces I then selected individually and unwrapped onto the same UV map, one surface at a time. To make sure that I’d only need one image for each surface, I made sure that no polygons on the UV map were separate if they were on the same surface.

  [img]http://i2.photobucket.com/albums/y29/xkostolny/uvtut.jpg[/img]
 
 Feel free to ask any questions you want regarding my method.

Edit: Oh, I forgot to mention this. You definitely want to do it so that you unwrap it and then paint it in Photoshop. In fact, I really don’t know of any other way. You’re not doing it backwards. :slight_smile:


#31

thanks swizzle stick. it took me two one day to figure it out, another two days to find the right way of unwrapping. i think i have it right. i only have about 5 pieces, before i had about 50. and i’m puttin the texture on. right now is afternoon, i think i will be done by tonight, just a demo. tomorrow will be there.

thanks very much for the small tutorial. nice. :thumbsup:

my questions: is there a way to export the unwrapped map directly to an image. i had to print screen. it worked, but its not professional. i’m using 3ds max 7 without foreign plugins. RAW 3ds max :slight_smile:


#32

hey swizzle stick :slight_smile: this game has a cool concept… superb! i would definately buy it, when you are ready with it :wink: very fun idea, although for the homeless its no fun to be homeless…but thats another thing.
you garbage can looks a bit flat. how about some normals? btw. you could realize the ripples on the side of the can only by a normal map! this would save you plents of polys for the inside stuff.


#33

hi once again, i couldnt hold my fingers to show you the advantages of a normal map!:

68 triangles:

here a wire:

you could even leave out one of the two middle segments for polyreducing.
here you can have a look at the texture. it was created in photoshop, your texture as source.
btw. i also used the diffuse texture for the specualrs in this case. because the diffuse tex is nearly all grey for the can.
here your texture:

and here the normal:


#34

looks way better with normal and specular.


#35

I’ve not really been concerned with normal mapping because I know what I can achieve with the texture and the bump map. I also don’t need to save a lot of triangles because everything is so simple. So what should I do? Should I investigate doing a normal map for the can just so that I can put more polygonal oomph towards the hamburger? I don’t even know if there’s something out there that will work with Lightwave 7.

So, what should I do?


#36

you want to know what to do?
well…do what you want to!
if you are seeking for some confusion i can tell you is what i would do. :scream:

go for less polys on the can and more normal map in every aspect…also on the burger…(perhaps the flesh in the burger itself could be out of normalmapping?! think of a x-axis tileable normal map which represents the burger profile)
putting some papersheets and junk in the very surrounding of the can.
model the booze and some half empty french fries “paperbox”(sorry dont know the word) as items to pick out the can. try to achieve some “deeper look” through the junk from above inside the can.
go away from the cartoonish look…

thats what i would do…

and try this link for a photoshop plugin to produce normal maps from (best greyscale) textures. this is always a good helper!


#37

Well, I decided that I’m not going to do a normal map–mostly because I haven’t been able to get them to work! :smiley: The normal map that sascha henrichs made was very useful as a bump map, though. I’m going to incorporate it into the final bump map since the color seems to make the bumps more pronounced (or maybe I’m just going crazy, whatever).

I’ve started to make the texture for the can really grimy and disgusting, perfect for a big-city back alley trash can. Supervlieg’s suggestion of searching for dirt on Google was great, so thank you.

I can’t upload any pictures right now, but I have some good ones and they’ll be up in a few hours.


#38

Ah, I just love sharing a computer with other people. Makes timing posts just wonderful, even more wonderful if you get your browser window closed on you.

Anyways, here is the current texture and bump map applied to the good ol' can.
[img]http://i2.photobucket.com/albums/y29/xkostolny/newestcan.jpg[/img][img]http://i2.photobucket.com/albums/y29/xkostolny/newestcan2.jpg[/img]
[img]http://i2.photobucket.com/albums/y29/xkostolny/newestcan3.jpg[/img][img]http://i2.photobucket.com/albums/y29/xkostolny/newestcan4.jpg[/img]

In that last picture you can see the seam of the texture. I’m going to take care of that momentarily. I’ll probably have pictures of the lid’s texture and bump up tomorrow, as well as the finished burger.

Another brother came up with yet another idea: some sort of greasy liquid oozing out of the bottom of the can. Thanks Ben! I’m going to put an alpha-mapped plane below the can for a shadow and the liquid is going to be part of it.


#39

Bwahahahahaaaa! Hamburgerage! Bumpage! Specular… -age? Specularness? Specularism? Ah, screw it.

After taking the last week and basically throwing it away to real life (lunch with a friend, swimming, drawing, yeesh! What am I thinking?!), I finally decided to take one last crack at this can and get it completely done. Well, I failed. It’s only mostly done. Luckily, I’m used to getting up early so I’ll be finalizing everything early tomorrow morning.

Here we are with the finished burger, the finished can and lid, and the flies. We loveses the flieses. I was unable to do liquid spilling out of the bottom of the can since it would’ve looked terribly blurry, but the shadow is there on an alpha-mapped plane.

The texture and bump map need polish and the specular is kinda boring. That will be remedied tomorrow morning. Until then, goodnight!


#40

dude pretty cool… IT’S A MESS’TER PIECE! haha without a doubt

:twisted:


#41

hey it comes out pretty nice! :thumbsup: and the flies are lovely.
perhaps you could do something on the contrast of your diffuse texture. but anyway.
thumbs up!


#42

Say, I’ve been wondering about that. I’ve looked at it on a few different monitors and on some it’s really light and others it looks more “normal”. Think I should darken it?