Archive for the ‘Game’ Category
Game – Prop Set #2
Close Cardboard Boxes – 12 tris each, Open Cardboard Boxes – 18 tris each
Here are 4 different models of cardboard boxes plus 2 variation of the open version. The closed versions are just simple 6 sided box geometry.
I have only used diffuse and specular maps in these models and decided not to use normal maps as they’re were not necessary for such basic objects.
To compensate for not using normal maps I added a few outer shadows and uneven crease marks on the edges to give the impression of depth in the diffuse map.
Heres’s another fairly simple model of some plastic crates made from a box geometry with chamfered edges. I quickly did a high poly version with the raised parts and baked it in, this gave me a good starting point. Later I added the holes in Photoshop and then created an alpha channel from it that would be used for making them transparent.
The small version of the plastic crate is the same as the larger one but cropped from the bottom.
There seems to be some opacity issue with the Xiolul shader which causes the bottom base of the crate not showing through, but this should be fine in a game engine.
Radio – 116 tris, Tool Box – 62 tris, Small Bottle – 92 tris, Large Bottle – 150 tris, Paper Bag – 44 tris, Tin Can – 44 tris, Cane – 104 tris
Here’s a few more small assorted props.They’re all around the 150 tris or less and are small objects that can be used to fill a scene with details.
Game – Post Box [Revised]
Here is an updated version of the post box model, the original model can be found by clicking here.
The following improvements have been made:
– Optimized low poly from original 972 tris down to 682 tris
– Improved the uvw unwrapping for better bake
– Optimized uvw texture space
– Improved general textures
Game – Dumpster
Here’s the completed low poly model of the dumpster, accompanied with a few bin bag buddies. All objects were baked from a higher poly version.
The dumpster contain 2310 tris. I decided not to go overboard with the dirt and grime overall and kept it to a minimum; having only heavier dirt where it would be required like the inside of the dumpster, this gave a general use appearance to the model.
On the bottom surface of the dumpster, I’ve added some piles of scraps and rubbish, this was done with the aid of Crazybump to generate the normal and occlusion map to add some subtle depth to it.
The high poly models of the bin bags started out from a normal sphere that has been altered using the FFD 3x3x3 tool and the Noise modifier to give some randomness to the shape. Then in edit poly I used the paint deformation to brush in the creases to give that authentic material look.
After I was satisfied with the models; I imported them into Polygon Cruncher which optimizes the high poly down to create the low poly version. After a few tweaking of the edges it was ready to be baked.
The low poly model of the small bag contain 282 tris and the larger one has 242 tris. To add some variety to the models, I’ve created two versions for each, one white plastic bag and one typical bin liner bag.
I knew before texturing that the plastic see-through bag would add more realism and interest to the overall piece and was worth the extra texturing work involved. As it was a spherical shape I thought it would be difficult to texture the pieces of rubbish together without showing large visible seams, but the randomness of the texture help hide most of it. I tried not to spend too much time on getting it perfectly seamless since it’ll be shown quite faint from the plastic material.
Crazybump was used again to generate a normal map from the scrap image to add presence to the rubbish and tin cans, this was blended in subtly with the crease normal layer to create the final look.
Game – Shipping Container
Here is a finished model of a shipping container. It uses 3533 tris and was baked from a high poly.
The model is symmetrical apart from the handle in the middle. Parts of the uvw map was mirrored to save texture space, the top and bottom panels are mirrored since it won’t be often visible and the sides has been mirrored since only one side could be viewed at one single time.
For the texturing, I tried to give the appearance of a fairly new container, used for maybe less than a year; so only some light scratches and a few wear.
I didn’t want to go down the heavy rusty look since that’s been done quite often and I think it would detract the overall appearance of this particular model, it would also make it harder to duplicate several times as you would easily spot the same rust marks from a distance.
Game – Safe
Here is a finished model of a safe. It contains 1820 tris and was baked from a high poly model. I tried to give the safe an aged appearance to it, slightly worn over the years but well kept.
I’ve lowered down the opacity on the blending modes for the dirt layers to give a subtle effect. The document model was done very quickly using a plane geometry and a alpha channel on the diffuse texture map.