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Old 02-10-2007, 05:36 PM   #1 (permalink)
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Competition #12 - fabiodan

Just marking my spot. i'll be modelling a paper basket. This time, nothing really out of the ordinary, but with much more quality in both the mesh, texture and presentation than people who know my art would expect from me. I'll be doing my very best.

This is one of my reference images which I will also use as a color guide:

here's a link to the image if you can't view it.

anyway, I'll be modelling this thing. see you later, fellers! counting on you all for C&C through the comp!
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Old 03-10-2007, 03:37 PM   #2 (permalink)
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here it is: main mesh, 843 triangles. Still don't know wether I should model the trash in this or not. But i think it would look more complete with trash (I dare you to find an empty paper basket anyway ) so I'm inclined towards doing that.


Direct link


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Please crit!
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Old 03-10-2007, 04:29 PM   #3 (permalink)
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Nice start. I say you should model in the trash. If the level of the trash is a little bit higher than the top of the can you could delete all those faces inside the trashcan. Or maybe your gonna alpha map all those holes in it in which case never mind. Anyhow, good start!
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Old 04-10-2007, 08:50 AM   #4 (permalink)
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Nice start, I know this is an early WIP but I was hoping you would make the can look beat up like in the reference, there is a substantial dent in the front like it was kicked. It also looks like it has been tweaked to where the can isn't sitting square and even in the mounts, maybe give a slight angle.
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Old 04-10-2007, 09:51 AM   #5 (permalink)
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Looks cool so far dude, I think you're going to be running pretty tight trying to add the dent and trash and keep it all within 200 tris.. You should be able to give yourself more play room for all the added goodness of trash and damage if you can lower the amount of polys on the main trashcan which looks like it can be reduced right now.

-the side poles look like they are something like 8 sided and have too many edge loops right now, you should be adding that detail into your normal map to take care of and save on geometry there, you don't need anything that is an inch deep of detail modelled out

- the little cylinders going into/under the trashcan don't look too bad right now but just make sure they aren't hogging polys

- your main trashcan if you don't want to lower the amount of sided you can collapse some of the edges in the top lip area and just smooth it, it doesn't need all of those edge loops, again normal map can achieve a very rounded effect for you

Anyway looking cool dude, definitely add the trash in it will make it look awesome
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Old 04-10-2007, 10:50 AM   #6 (permalink)
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nice trash .
advice: i think you should try to deform it a bit. in a real world nothing is perfect. i know you want to add a dirt etc. on a texture, but imo you should add unperfection on a geometry too. i am talking bout a pretty small unperfection - not bout destruction - , invisible on the first view, but human minds see such kind of things. so imo unperfection on geometry compared with good texture should kick ass . if you will look on the pic you should see samples of that i am talking about .
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Old 07-10-2007, 03:23 PM   #7 (permalink)
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thanks to you all for the c&c!! i was out for the weekend, so i didn't respond earlier. i'm gonna follow all your great crits and get this puny trash can on its way to victory!

thanks again!
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Old 07-10-2007, 03:47 PM   #8 (permalink)
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done! just reduced it to 550 triangles with no quality loss whatsoever! next on my todo: the part that was kicked at, and then trash!!

i'm having a problem on my max though... I can't seem to display normal maps on either the viewport nor in the renders... max will treat normal maps as regular, single-channel bump maps!! can anyone help me?
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Old 07-10-2007, 07:33 PM   #9 (permalink)
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I know 2 ways to show normalmaps in viewport and 1 to see it in render.
Viewport:
Directx shader (for example StandardFX.fx)

MetalBump9 (Directx manager tab in material editor)

Render ( Bump slot <- NormalBump material:


If you have problem to see normals in viewport try to reinstall video drivers or directx.
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Old 07-10-2007, 09:20 PM   #10 (permalink)
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In addition to what Ardeni said to view in your viewport with your standard material you can also go under "Direct X Manager" and do the following

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