Posts Tagged ‘3D’

Game – Post Box

3D Post Box in Marmoset Engine

3D Post Box

Here’s a low poly model of an english post box. This was done in the same process as the arcade machine. Since it’s a cylindrical model I decided to add a bit more polygons on the low poly to retain its overall round shape.

All of the textures were done from scratch, I’d particularly enjoyed adding the dent details in and adding the normals to them afterwards. Some of the normals had baked in the areas that are covered but this didn’t affect the overall map so it was left as it is.

I’m quite pleased with the metallic texture which was done by adding some Noise and Cloud filter in Photoshop.

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Game – Arcade Machine

3D Arcade Machine

Here’s a low poly model of an old broken arcade machine. I’ve baked the model from a high poly version to create the Normal map and the Ambient Occlusion map. I ‘ve also baked a general Diffuse and Specular map by applying a standard material on different parts of the high poly model.

The texturing was done with the aid of a Wacom tablet which greatly helped to create the scratches and dirt for the arcade machine. The shattered screen was created using a simple 1px pencil tool and just drawing where the broken glass lines would be with the help of a reference photo.

Overall, I’m pleased with the outcome of the model and the beaten-up appearance.

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Game – Stop Sign [Revised]

3D Stop Sign Revised

Since I was concentrating more on speeding up my workflow I’d overlooked at the overall appearance of the stop sign and had gone a bit extreme with the dirt.

So here is a revised version of the stop sign with less grime and a brighter overall look. I’ve also altered the specular map so the sign part is all in one spec colour and sharpened everything in the end.

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Game – Stop Sign

3D Stop Sign

Here’s a quick low poly model of a railway stop sign done as an exercise, all the textures were made from scratch.

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Game – Dart Board

3D Dart 1

3D Dart 2

3D Dart 3

It’s been awhile since I last posted, I’ve been trying to get my head round the high and low poly baking process and tackling the smoothing issue.

Here is a dart board done mainly as an exercise. I’d first created a high poly version of the object and then projected it with the low poly. I’d initially baked the Normal map in 3Ds Max but then used xNormal application as it produced better result and also quicker to generated the Ambient Occlusion map.

Before texturing I baked a Diffuse map with the high poly in seperate coloured elements using sub/object material, this made selecting the wire part alot easier in Photoshop.

I’ve added extra detail on the Normal map at a later stage using the Normal filter in Photoshop and did the logo using Illustrator.

I’ve used doylle viewport shader to display my dart board as it produced nicer result than the standard shader. I’ve also imported it into the Marmoset Engine which makes anything look great!

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