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[HP] ~ 3D Sketchbook Thread

  • -HP-
  • July 23, 2008 at 11:34 PM
  • -HP-
    • June 5, 2009 at 6:05 PM
    • #61
    Quote from D3ads

    Looks more like an Unreal 3 prop now

    What?! No... I don't do Epic pussy stuff...

  • -HP-
    • June 8, 2009 at 1:25 AM
    • #62

    Done! Far from being perfect, but I got tired of it! NEXT!!

    [Blocked Image: http://www.helderpinto.com/ssp_director/albums/album-6/lg/crate_render.jpg]

    [Blocked Image: http://www.helderpinto.com/ssp_director/albums/album-3/lg/texture_sheets.jpg]

    I'm always looking to improve and evolve, so please drop me some feedback and crits, don't hold back!

    Cheers.

  • dux
    • June 8, 2009 at 4:09 AM
    • #63

    I like the swiss cheese logo

  • KungFuSquirrel
    • June 8, 2009 at 4:22 AM
    • #64

    I think it'd be worth your effort to bump up the polycount for a stronger silhouette. I mean, yeah, it's a crate, but tris are made to be devoured by video cards in new engines; I don't think you're going to bottleneck anything over it. If this were a gameplay object, there's decent odds it could be used for cover, so it's not like there'd be no chance of people getting up close to it.

    For this prop, I think it'd be worth it to carve out the seam where the lid meets the body, as well as the area around the handles on the side. Adding the groove for the split also could help make the latches and hinges stand out more. The normal maps you have are great but those are a couple stronger details that I think could pull off a lot better in 3D.

  • -HP-
    • June 12, 2009 at 6:27 PM
    • #65

    Thanks for the feedback KungFuSquirrel! I will take it into consideration when making a future prop.

    Anyways, once again, inspired by d3, here's a wall texture I decided to make, I finished the high poly, and tested into into a single poligon, see how the normals behaved:

    [Blocked Image: http://i43.tinypic.com/10idtnp.jpg]

  • Seldoon182
    • June 12, 2009 at 7:53 PM
    • #66

    Awesome how I prefer the low poly version! Great work [HP].

    Did you made the Highpoly and Bake with 3d Studio Max!?

  • Minos
    • June 12, 2009 at 8:00 PM
    • #67

    Yup nice stuff. Did you use floaters for the carvings?

  • AlexM
    • June 12, 2009 at 10:03 PM
    • #68

    wow that normal map really transferred well

  • -HP-
    • June 13, 2009 at 12:27 AM
    • #69

    Thanks guys! Yeah, luckly this bake came out really nice, but It's not like the low poly is the most complex object ever, so.... lol!

    Seldoon, I did all the modeling in Max yeah, but for the bake I used xnormal.

    Yep minos, used lot's of floaters on this one! I never used them before, but I'm kind of surprised with the good results you get when using floaters properly.

    [Blocked Image: http://i42.tinypic.com/2mocqwi.jpg]

  • -HP-
    • June 14, 2009 at 2:55 AM
    • #70

    WIP texture

    [Blocked Image: http://i44.tinypic.com/27yy460.jpg]

  • -HP-
    • June 14, 2009 at 3:54 AM
    • #71

    K guys, here it is, finished.

    Hit me with some crits!

    [Blocked Image: http://www.helderpinto.com/ssp_director/albums/album-6/lg/render_sci_fi_Texture.jpg]

    [Blocked Image: http://www.helderpinto.com/ssp_director/albums/album-3/lg/sci_fi_textures.jpg]

  • Minos
    • June 14, 2009 at 4:32 AM
    • #72

    Nice stuff HP, the normal map works really well!

    I'd like to see less damage on the paint layer though since the rest of your texture has little to no damage. Moreover, the "hard metal surface tutorial" trick is rather overused nowadays (i've raped it myself a few times too ) and unless you use it subtly you should stay away from it. And how about throwing some color variation in there? Maybe blue paint somwhere to contrast with all the orange? Just a few ideas to spice things up =)

  • dux
    • June 14, 2009 at 5:20 AM
    • #73

    Yeah I think the yellow is far too damaged. It seems like you have it damaged for damage sake. Reduce that and it will be super awesome

  • Nysuatro
    • June 14, 2009 at 9:40 AM
    • #74

    How you mean using floaters properly? Could you give some tips and tricks pleas?

  • Skjalg
    • June 14, 2009 at 10:02 AM
    • #75

    The damaged yellow looks good, except that it isnt dirty around the edges

  • D3ads
    • June 14, 2009 at 4:13 PM
    • #76

    That looks superb, probably gonna see something similar in Doom 4 Any chance of a tutorial for this? Love to see how it was all done.

  • Pampers
    • June 14, 2009 at 4:50 PM
    • #77

    it looks good, but i'm having problems understanding what its supposed to be also the diffuse dont affect the normal at all

  • -HP-
    • June 18, 2009 at 10:08 PM
    • #78

    Thanks for the comments guys!

    Nysuatro and D3ads, when I have the time, I'll see if I write a small tut on modeling hard surface high polys, and using floaters, etc.

    here's something I did for a speed texturing compo over at game-artist.net

    Render:

    [Blocked Image: http://www.helderpinto.com/ssp_director/albums/album-6/lg/STC41render.jpg]

    [Blocked Image: http://www.helderpinto.com/ssp_director/albums/album-3/lg/STC41textures.jpg]

  • Seldoon182
    • June 19, 2009 at 2:48 AM
    • #79

    Outstanding [HP]! Reminds me of a lots of T4-like. Could you share a wireframe render of your high poly I would like to know how subdivided it is!?

    Also don't tell me that the low poly is only a plane!

  • AlexM
    • June 19, 2009 at 3:35 AM
    • #80

    ^ I think it is

    great work as usual HP

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