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3 Dimensional Chat / Free Padlock

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Encrypto Studios
20
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Joined: 18th Dec 2005
Location: Virginia
Posted: 24th Jul 2009 02:24 Edited at: 24th Jul 2009 02:25
here is a random late night model i did for practice it is around 200 polys and the textures are at 512 with diffuse,normal and height.
made in blender and photoshop with reference texture from cgtextures.com
it looks a lot better with parallax mapping applied






c&c welcome

feiting shadow
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Posted: 24th Jul 2009 10:12
I'm having difficulty deciding between two things in my own model. I made a house for Omen using Booleans, and after 2 hours of finishing it up, realized that if I just created cubes and deformed them, even making them go into each-other, I'd still have a smooth model with even fewer poly's than what I have now. All faces are connected and normals facing out... but I stare at 2x as many polys as I would if I just built it with blocks. (it has a ramp and 3 walls, then a roof).

In other words, how'd you do the bar? Did you boolean union or intersect a cylinder with the padlock part? (looks like extruded cube) Or did you manually split vertices then extrude the bar?

I just can't figure out an efficient way to do this. Since, as you can tell, the intersect between your main part and the cylinder is causing multiple polys... but if you just made the bar go through the padlock and be sure not to animate it outside of that, you'd have much fewer polys. Just 2 where there's 8+, if you delete the end-faces of the bar.

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Encrypto Studios
20
Years of Service
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Joined: 18th Dec 2005
Location: Virginia
Posted: 24th Jul 2009 19:49
i made the top part and i did a boolean union, i did this because if you leave faces not connected you could have collision issues and other things. and that a few polygons isnt going to make a difference look here
but this was just a prop, if this was for an actual game i would prob have then seperate so i could animate it or use physics(like the padlocks on FEAR where you an break them)

but thats just me and im still learning so if anyone else has an opinion then have a go

feiting shadow
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Joined: 12th Sep 2006
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Posted: 25th Jul 2009 01:01 Edited at: 25th Jul 2009 01:02
ah, collision...

thanks. I only have one comment otherwise. It's obvious you have a repeated texture for both top and bottom. It might look more real to only highlight the top bar, hit U and unwrap it, then keep all the faces on the silver part of the image. Watch what happens

(Then add specular to it, and maybe freznel for a shine in the render)

edit: nm the spec, I see it on the bottom part, lol. Might wanna make it more silverish though, just a bit

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Encrypto Studios
20
Years of Service
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Joined: 18th Dec 2005
Location: Virginia
Posted: 25th Jul 2009 21:29
Quote: "thanks. I only have one comment otherwise. It's obvious you have a repeated texture for both top and bottom. It might look more real to only highlight the top bar, hit U and unwrap it, then keep all the faces on the silver part of the image. Watch what happens "

im not sure what you mean by this, nothing is repeated in the texture.

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