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Posted

Level prop of a trash can for an urban game environment. Next-generation maps and resolution including color, specular and normal-maps.

434 tris

1024x1024 textures (obvoisly easier to lower the texture size than make it higher, obviously also used in a game with mipmapping on...)

6hrs worktime

trashTexture1024.jpg

trashWhiteWire1024.jpg

trashC1024.jpg

trashTextures1024.jpg

http://www.henriklarsson.info/gallery/trashPsd.rar - PSD

http://www.henriklarsson.info/gallery/trashObj.rar - OBJ-file

http://www.henriklarsson.info/gallery/t ... re1024.avi - Animated spin

BTW, first post here even though I joined 07 Jan. 2005 =)

Posted

I see there is some photos used out there, get rid of the noise, Noise -> Reduce Noise. Also I'm not sure if prop wouldn't repeat too much if you would put for ie. two trash bins with identical adverts sticked to them :). You could save some tris by having those bright metal strips not connected to the main can's mesh, You would save 32 tris :) Also, use unsharp mask and lower down to 512, (then use sharpen again) it will look the same imho. Some better specular work wouldn't hurt too :) I think that UVs are a *bit* unproportional too, no reason to have such a big top of the can for instance. Ah and I see you could work more on the edge blemishes they are now a little not organised :)

When fixed, it will be good :)

Posted

RA7 - Thanks! It's a model made in Maya and textures in Photoshop.

buddy - Thanks for the feedback. So you think it's too much noise? It's added manually by me, not by the photos, check out the attached PSD-file. I guess you're right if it was used multiple times, but then again, it's a sticker pasted there by someone that wants people to see it, so it's not unlikley that he would paste another one somewhere, and if it's the same neighbourhood, why not use another trashcan as a place to stick it?

You are right about saving polygons by placing the metal strips above the original mesh, especially when I'm using hard edges there anyway. The only negative thing about it is that I'd had to move the metal pieces in the UV somewhere else to have the same quality on them (since it shouldnt be on the same place and have texture both under and on the metal pieces.

About lowering the textures, yeah sure, that would be done if it was used in a game, though this one is just to show off maximum resolution texture just to show that I can handle large quality textures in my portfolio.

Regarding the speculars, yeah, the problem is that it's not shown there, I need to light my models better, both to show off the normal map even more, and also to show the specular better, I'm gonna relight all models in my portfolio to make them look better in a screenshot.

Edge blemishes, do you mean the insides of the trashcan-geometry? The pieces that holds up the top part.

Warby - Well, it looks better with normalmap than without, but like mentioned before, the normalmap "results" are hard to show on non-organic models without animating light or showing them ingame with a better light-source. On the screenshots I've lit the model from many directions to show it off better, but it turns out worse, so I gotta fix it >,<

buddy - SnipaMasta didn't post the model, I did. He gave me a tip to use the sharpen tool, he didn't say that he used the sharpen tool and updated the images, as I think you understood it.

Posted

Yeah I know you posted it, (I didn't actually noticed those links for first time) All I wanted to say is that the overlay SnipaMasta used makes it look worse than original (yours).

Posted

He made an overlay? What? Where? On my model or are you talking about another model that he made or something? *confused*

"Last edited by SnipaMasta on Sat Mar 03, 2007 11:05 am; edited 1 time in total"

He edited his post before you first time replied [removed his edited version and changed post a bit <>]

Posted

He made an overlay? What? Where? On my model or are you talking about another model that he made or something? *confused*

I edited it because I over-contrasted it a bit and couldn't be bothered to go back and do it again :)

Posted

i have to agree with warby: i dont see any reason why this model would require a normalmap. you pretty much modeled the whole geometry.

normalmaps work great on characters and organic soft materials with lots of folds. if you want it to look more 3d better add more polies and invest some time into LODs. though a trashcan wont be such a big eyecatcher in a game. even if it would be the best trashcan ever made in a game! i hope you understood what i wanted to tell you with that statement

greetings.

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