WORKSHOP #1 - Ammo Box

113 replies [Last post]
JBaldwin's picture
Posts: 2162

Ah yes! Very nice Smiling
Thanks for the wire overlay!

-Jeremy-

ehsan gamer's picture
Posts: 4

Sorry Double Post !

ehsan gamer's picture
Posts: 4

Hi My First Post Here .

Any Comment Will Help .Low Poly With 920 tris

 

steve_3d's picture
Posts: 91

I've already uploaded a video of my Ammo Box! Smiling It's finished!
I hope you like it! ^^

Video 

JBaldwin's picture
Posts: 2162

@ eshan gamer: Looks good! Can't wait to see the progression Smiling Please re-upload your images by using the eat3d attachment system!

@ steve_3d: Great Job! Very interesting twist Smiling 1 major critique is that it looks very low in spec, when metal should be reflective with a high specularity. Try to add a lot more to the spec map in areas to really show this thing off!

Can't wait to see an update. This is really looking cool!

-Jeremy-

caffeineadic's picture
Posts: 34

Initial Maps and wireframe; UDK initial setup and material:

tetxureMapsmaterialrender

JBaldwin's picture
Posts: 2162

Great job! I like how you used a plane for the strap part in the front. And thanks for showing the alpha map. I was waiting to see who would do that first Sticking out tongue

Awesome way to condense!!!

Only thing is, there seems to be some smoothing issues on the model? or is that just lighting?

-Jeremy-

steve_3d's picture
Posts: 91

This workshop has been an awesome idea Jeremy! Now, I'm finished, but I've learned a lot! Smiling
It would be great if someone would like to do some of this workshops, because it's very useful to improve our skills! :) 

 

Thanks Jeremy! Smiling

Bertmac's picture
Posts: 45

Pfff finally have time to join in, And all ready so many nice entries, i feel like being late for class.

 

@Jeremy i am starting now.  i know a bit late but.. better then never. Anyway hope to have a lot off comments from you (actually that counts for everybody naturally). i need to learn…. thanks for this

 

@steve_3d Yours came out nice dude looks cool in the video, but i am with Jeremy on the spec thing. Also could i ask you to  post bigger still so i might take a better look at your model. O and one of the textures.

Again nice job

 

@caffeineadic Wow thats anise uv layout looking ace. i am very curious how the top is gonna look. i had the same idea but was kind of afraid that i would look to flat. Nice that would be my challenge i guess. 

 

@ehsan gamer nothing really to comment other then that it looks solid to me, 

 

All right guys enuff of the talking time to deliver.

coming up first the high poly striped down.

 

Have fun 

Come give some comments on my work, I probably will give some on yours (Current thread).

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Muezli.com with yoghurt and lots of fresh fruits.

JBaldwin's picture
Posts: 2162

@Steve_3D : These workshops will be weekly! Smiling So make sure and stay tuned. Andy and myself will be constantly updating and making new ones for you guys.

@Bertmac : Great! Can't wait to see your entry!
And not to worry, better late than never Laughing out loud

-Jeremy-

Bertmac's picture
Posts: 45

All right small update, just finished the strip-down, and still thinking about what to bake and what not.

So did some little tests, but i am not convinced yet.

Anyway at the moment, if i would go for the better silhouette the model would be around 950 tis. but going for a lower tri count would end up around 400 or something (only the yellow parts) this will probably go down a bit during UNwrapping and baking i hope.

 

well this was the easy part, now on to making it al work and bake.

 any C&C are welcome

Thanks

screen-shot-2012-04-03-at-7.04.png test_03.png

Come give some comments on my work, I probably will give some on yours (Current thread).

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Muezli.com with yoghurt and lots of fresh fruits.

caffeineadic's picture
Posts: 34

@ceribral:  I think it is just lighting, but I will check my hard/soft edges.

steve_3d's picture
Posts: 91

@Ceribal - hahaha Laughing out loud Can't wait for the next workshop!

@Bertmac - Thank you! I really appreciate it. Your model is coming out nicely dude!  :) Keep it going!

w333silke's picture
Posts: 12

Did the Low-Poly today.

I'm a Beginner, so it would be nice, if someone can critique my low poly mesh and can give me some advice on UV unwrapping.BTW I'm using Blender

AttachmentSize
ammobox_lp.obj 100.25 KB
Moody's picture
Posts: 9

Hi!

This is my version of the ammo box. (960 triangles)  Feel free to comment!

AmmoBox_WiP_Moody

JBaldwin's picture
Posts: 2162

@w333silke - Can you post up some wire shot(s)?
@Moody - Looking great! Can you use the eat3d attachment system in the future when posting pics? Thanks! Can't wait to see more Smiling

-Jeremy-

w333silke's picture
Posts: 12

Hi!

here are the Wires.The next problem is the UV unwrapping.Please give me some Advice on this topic.

wire_shot_01.png wire_shot_02.png wire_shot_03.png
steve_3d's picture
Posts: 91

@w333slike - Heyy dude! Your low poly is great, but I think It still has a lot of triangles. You should remove those chamfers and try to remove the holes of the side sticks! Smiling what's your tri count at the moment?

Keep it going! :) 

Bertmac's picture
Posts: 45

Allright, Baking is done, although i am not totally happy yet. it all works but specially my normal_map looks kind of stressed. i think my search range was to high. Any ideas ??.My AO is just baked out very low 64 or 128 rays only.

 I also lowered my tri count to 298, Still a bit much, but i wanted to be able to still take of the cover. next to that i also modeled an inside of the box.
Further more i did spoil some tris at the front with the tubes straps. Like caffeineadic i used a plane with an alpha to show them but i also wanted to see them a lil bit more from the side so used some extra tris here.
The UVlayout is a bit spacy  but still has an coverage of 80%. + over the years i learned to keep some space open for unexpected things (like suddenly your art director wants a handle on top) And lasty i think i need to up the hight of the normal at the top . don't know but i still don't like it. 

@ Steve_3d.
Hey there. i read that you're finished. well well done. But maybe you should this take a lil further.
Mira....Some points i could think of
- more economical UV layout. (we never say your improved version)
- A more/ better specular-map (like Ceribal said)
- lower tri-count ( like metalliandy said1000 is is extremely generous for a object like this) i know its in the rules, but …your not a beginner
-And at last, you could make some model sheets ( Presentation, construction.etc)
Anyway all i am trying to say is that you could push it a bit more
And you being that fast that shouldn't be a problem. Enjoy

 @w333silke 
Hi there nice of you to join. and looking good already. (and big heheh) 
Anyway on the help with your wires and UV-layout. i think you need to be more specific with the question. 
The wires look good but you could close some more holes, like on the side and the cover, with the UV's  i think with just planar mapping  you will come a long way.
hope that helps.

Edit: O i didn't see steve-3d's post .  so yeah  what he says.  but i dont know what he means with still a lot of triangles. 

 @Moody .Welcome to this Forum. Nice first post keep it up 

 Right…..on to the good part…Texturing.

c-ya 

 Any C&C is welcome of course

screenshot8.png

Come give some comments on my work, I probably will give some on yours (Current thread).

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Muezli.com with yoghurt and lots of fresh fruits.

Bertmac's picture
Posts: 45

@ steve_3d  what do you mean with" but I think It still has a lot of triangles. " i only  see quads + plus to have tris is really not that bad specially on a non deforming object like this.  or are you talking about something else ??

Thanks

Come give some comments on my work, I probably will give some on yours (Current thread).

----------------------------------------------------------------------------------------------------------------------------------------------------------------

Muezli.com with yoghurt and lots of fresh fruits.

steve_3d's picture
Posts: 91

Well, it was a comment for w333slike, but yes, I was wrong, I Meant quads! xD It was a comment to w333slike, because I think he could reduce a bit more the quad count! Smiling

Bertmac's picture
Posts: 45

Hey steve, how are you   i know it was ment for w333slike but i didn't understand it so thats why i asked. but now i do  Thanks

Come give some comments on my work, I probably will give some on yours (Current thread).

----------------------------------------------------------------------------------------------------------------------------------------------------------------

Muezli.com with yoghurt and lots of fresh fruits.

JBaldwin's picture
Posts: 2162

@Bertmac - Great bake results for such a low polycount Smiling This would be much more reasonable for a next gen game in terms of a suitable tri count. Great job in using alpha planes as well. It just goes to show how much you can rely on your normal map to pull off detail and shape. Can't wait to see how you texture it Laughing out loud

-Jeremy-

BorisK's picture
Posts: 9

WAITTTTT FOR MEEEEE lol

ive only just seen this. aha sooo glad you added your HP because now i can just focus on the texturing and the low poly

nice one dude

 

PS: how did you go about making the grill shape thing on the back

JBaldwin's picture
Posts: 2162

Great can't wait to see your entry! That unique pattern is easily re-created through the "Generate Topology" Options within the graphite modeling menu.

-Jeremy-

xenop's picture
Posts: 74

Hi guys.

Here is my first bake. Need some tweaking. Starting texturing soon.

Tri = 984

Also I added a unity webplayer so you guys can see it real time.

Left or right arrow to rotate.

http://dennisjongmans.nl/TrainingShowOff/AmmoBox/WebPlayer.html

overview.jpg ao_ammobox.jpg nrm_ammobox.jpg
JBaldwin's picture
Posts: 2162

Very nice xenop! Can't wait to see an update Smiling

-Jeremy-

BorisK's picture
Posts: 9

boriskammobox

 

UUUUUUUURGH

fiiiinally managed to get the little bastard down to less than 1k tris. As frustrating and infuriating as this was this was REALLLYYY good practice and I realised i didnt know as mch as I thought I did aha. It was also good removing supporting edges from someone else's work and really analysing it

Could you guys please critique my work. I feel theres quite abit more I could have done. I had some tris left over to keep the side thingys and a few other things. I didnt want it to be too low

 

ive nearly finished unwrapping it and gonna move on to the texturing wooop wooooop

 

PLEEEAAASSSEEEE do more of these workshops. they rockkkk

Moody's picture
Posts: 9

I did a few adjustments on my model. Removing a lot of edges and work a bit more with planes and opacity maps. I reduced my model to 632 triangles with almost no loss in quality.

I had a problem with opacity maps in 3ds max. The outline was black for some reason, so I imported the model in UDK and made the render there. Except for the wireframe renders. As you can see on them, there is a black outline on the inside of the opacity maps...

 

@Xenop: You can remove quite some edges that aren't really necessary. For example the triangles on the sides. You can make it 1 polygon like I and some other people here did. Detach it from your model, remove the connects and leave it as 1 polygon sticking in your model. Not everything need to be connected. The sides can "float" in the model, it's not a poblem.

@BorisK: There are also quite some edges that can be removed. I see you also used a plane for the handles but I think it has a bit too much edges. Well, you can always remove them even after you did a bake and see what's the best.

Keep up the good work!

 

Moody

wip_02_600_triangles.jpg wip_02_600_triangles_wire.jpg
xenop's picture
Posts: 74

Hee Moddy good point.

Only the problem you will then get is unnecessary loss of texture space.

If you have a solution for this please tell me because its always good to learn.

Greetz Xenop.

Moody's picture
Posts: 9

Yep, sometimes you can loose some texture space. I had it too with my model when I went from 900 to 600 triangles. Although I didn't had to rebake a lot. Only the handles and the other 2 round pipes at the front where I made an opacity map for. All the other UV shells where the same as they where before. Maybe some small changes here and there, nothing big. This is cause you don't change the boundaries or size of your UV islands, you mostly remove only the edges inside an island. The spots where I unwrapped the handles at first was perfect to put the planes on.

 

JBaldwin's picture
Posts: 2162

Great Headway guys keep it up! Smiling
-Jeremy-

BorisK's picture
Posts: 9

could i please have some crits on my texturing :0(

ive decided to practice texturing and reducing polycount separately aha. Cant wait to go back to the model

 

ddddd

 

eee

BorisK's picture
Posts: 9

Texture is still kinda WIP btw :0(

steve_3d's picture
Posts: 91

Really nice dude!! Keep on going!! Smiling

JBaldwin's picture
Posts: 2162

Great work so far borisk! Although, I would pump up that spec map a lot in those tarnished areas where the paint layer has been removed Smiling
Can't wait to see more guys. Everyone is making great progress!

-Jeremy-

jimbo323's picture
Posts: 3

This is my first post on these forums.

I really enjoyed this workshop. It really made me think, and I learnt quite a bit from it. This is a bit of a late entry, but I only found this workshop a couple of days ago. I only got it down to 1000, but I didn't want to risk losing too much detail (although from looking at some of the other images here, I certainly underestimate how effective certain maps can be).

I've only been doing 3D modelling for around 6 months, so any advice on how I might improve this would be greatly appreciated.

P.S. I've just noticed there are a couple of seams I failed to hide, something I'll have to remember to check in the future.

ammoboxwire.png ammobox_in_udk.jpg
JBaldwin's picture
Posts: 2162

Great Attempt and Welcome Smiling

The textures seem really low res, can you post a pic of your uv layout as well as texture maps?

Thanks!

-Jeremy-

 

jimbo323's picture
Posts: 3

 

Here is the diffuse map and the UV Layout (sorry if its hard to see).

I think the texture is low res partly because I didn't pay enough attention to the resolution of the photos I was using to texture it (if that is the right term). Looking at the photos now, they are very low resolution. 

As for my UVs, they are a little messy in places, a lot of wasted space (meaning even lower resolution for the model), and some pieces are a bit illogically placed (I was kicking myself when I was trying to find the handle when texturing it). Something I definitely need to work on.

Also I noticed that the maps kind of 'spill out' of the assigned UV coordinates when baking. I'm guessing that would be the "padding" in 3ds max's "Render to Texture" (I left mine on a bit of a high setting when trying to get my normal map to work properly)?

 

ammoboxdiffuse.jpg ammoboxuv_layout.jpg
JBaldwin's picture
Posts: 2162

Ah yes, well you have pointed out a lot of the problems I would have brought up. Why not give it another go and try again? Perhaps taking a bit more time and setting things up in a better manner would surely result in a better outcome Smiling
Hope see an update to this!
-Jeremy- 

xenop's picture
Posts: 74

So guys here is the final model.

I did a quick texturing because I want to get going with the second workshop. I have just little time to do this workshops.

Greetz Xenop

http://dennisjongmans.nl/TrainingShowOff/AmmoBox/WebPlayer.html

ammobox1.jpg ammobox2.jpg nrm_ammobox.jpg overviewfinish.jpg
JBaldwin's picture
Posts: 2162

Very nice Xenop! 
A couple of things I might suggest for future projects:

Instead of all around scratch and tarninsh that is equally distributed across an objects surface, try to isolate the damage to protruding parts. Thing that would come in contact with other objects, such as Corners, Levers, Lips, Bevels, etc etc. 

Really awesome result though! I like how you put "Eat3d" on the back Laughing out loud Very nice touch.

-Jeremy-

dhemmit's picture

with an object that small you'd be lucky to get a 200tris and 512px budget

Moody's picture
Posts: 9

Refined my final model to 608 triangles. Also started texturing. I work on handpainted textures so no use of any photo.

This is my first texture WIP. metal base is done, now adding scrapes and stuff. There are too much scrapes at the moment and some on a few non logic places I think. I still have to refine and reduce them. I'll also add some text/ color stripes maybe.

texture_wip_01.jpg
JBaldwin's picture
Posts: 2162

Great job on this so far! The bake has come out nicely Smiling Only thing I can see is a few black seams. Perhaps matching the background color of your texture will help to hide this? 
Can't wait to see an update! Laughing out loud

-Jeremy- 

Moody's picture
Posts: 9

hmm, the black seams are there cause of the shader I think. When I rotate around my model I don't see any black seam. This is in a viewportshader in max, I'll export it to UDK and view in it there next time. It might solve the problem.

Knight-Templar's picture
Posts: 5

I saw this thread and i thought i would show my texturing as i am still learning that part (still learning after all these years).

The ammo box is the hi poly version, i'm not going to enter the texturing comp as i havent converted it to a low poly, just thought i would share what i have done

Cheers

ammo_box.jpg
Moody's picture
Posts: 9

I finished mine. Textures are still handpainted Smiling Quite happy with the result. It's rendered inside udk. Nothing special added, just inside the mesh editor.

Also, thanks for the workshop!

final_01.jpg
steve_3d's picture
Posts: 91

@Moody - Nice one dude! Congrats! Smiling

JBaldwin's picture
Posts: 2162

Awesome Job Moody Laughing out loud
I love the textures and think the ammo bullets are a nice touch.
My only critique would be to sharpen it up a bit, as it looks soft.

*Note to everyone - Great Job on these guys! Please stick around as there are many more workshops ranging from beginner to advanced!

-Jeremy-