Archive for the ‘3D’ Category
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.
Game – Ceiling Fan
Here’s a low poly model of a ceiling fan, it contains 1010 tris. There was no baking of a high poly version for this particular object. The normal map was created from scratched using the nvidia normal tools in photoshop.
To created a soft edge in the normal map, I made a selection of the object layer (ctrl + left click the layer) and inverted it (ctrl + shift + I), added a small feather to the surrounding edge (shift +F6) and then press delete a few times to get a soft gradient edge.
Nearly all of my previous game models have been baked from high poly models so starting from a blank normal canvas was something I’ve not done much of before. I’ve learnt a few new techniques and workflow from making this model.
Game – Table & Chairs
Here are some low poly table and chair models, they were baked from high poly versions. The table contains 346 tris and the chair has 596 tris.
The original textures were done in 2048×2048 maps but what is displayed on the final image are the lower res version, 1024 for the table and 512 for the chair, there’s not much of a difference apart from it being slightly less sharp.
The texturing was fairly simple and quick to do, starting with a wood image as the base. Some parts of the texture had to be rotated to follow the grains of the wood texture so this was done by duplicating the wood layer and masking out the particular part and then rotating it.
I tried to make the edge of the table slightly more worn out, this was done by painting the edge with a soft black brush and then using the ‘blend if’ scale in the blending mode option to make it more scattered looking.
I made the specular map more soft and white to give the appearance of a coat of varnish on the table and chairs.
Game – Hand Truck
Here is a low poly model of a hand truck containing 896 tris. Once again; baked from a high poly model. The texturing took around 5-6 hours, the longest part was spent on created the scratches on the metal.




