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Old 12-03-2006, 05:51 PM   #1 (permalink)
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Firewood Box

Here is a shot of my latest model. It is a firewood box that is compiled for HL2 (the colored view is a screenshot from inside HLMV). The texture is a combination of photos I have taken and hand painting in photoshop.





Specs:
Triangles: 350
Sheets:... 1x256x256 Color
...............1x256x256 Spec/Normal
Attached Thumbnails
firewood-box-woodboxss.jpg  
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Old 12-03-2006, 05:55 PM   #2 (permalink)
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looks good, sharp textures just like in HL2.
i must say i like the hinges, they fit great with the rest of the box. i dont really have crits for this except that you might want to lower the sides of the ring, it's small and looks like it has a bit too much poly's. could be just me though
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Old 12-03-2006, 08:29 PM   #3 (permalink)
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Yeah, looks fine maybe a little too saturated? no biggy though, the metal ring would work just great with an alpha texture.
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Old 12-03-2006, 11:45 PM   #4 (permalink)
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You should add some Ambient Occlusion.
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Old 12-04-2006, 01:27 AM   #5 (permalink)
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Quote:
Originally Posted by JPowers
You should add some Ambient Occlusion.
That's exactly what I thought as soon as I saw this.

The wood top/cover look different than the main body of the wood, but that could be because of the lighting here? Additional weathing, stains and aging will help cement it within it's environment. Seeing it placed in game will help with that.

On the wireframe, the handle could use less sides and more segments for a rounder appearance. I can't really tell whats going on at the edges of the, but it looks like it could be simplified.

Looks good though. Nice to see you used a 256. Mind posting flats?
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Old 12-04-2006, 07:31 PM   #6 (permalink)
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Quote:
Originally Posted by Pankake
the metal ring would work just great with an alpha texture.
thats just what i was thinking (also if you made it with 4 sides and 10-12 segments it would also look better.)
tbh i think you could cut down alot of polys, as the flat parts of the hinges can be skinned on, and you wont really notice that theyre modeled ingame anyways.

Last edited by thanez; 12-04-2006 at 07:35 PM.
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Old 12-05-2006, 04:44 PM   #7 (permalink)
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Wow, lots of comments already. That's for the response.

Quote:
You should add some Ambient Occlusion.
I see what you mean. I tried to; however, for some reason I can't find the mib_amb_occlusion shader in Maya's Hypershade (yes I do have MR installed and I can see the other MR shaders). If anyone could post a link to a good tutorial, I'd appreciate it.

Quote:
The wood top/cover look different than the main body of the wood, but that could be because of the lighting here?
I think it is because of the lighting in HLMV because when I view it in Maya and render it there, I don't have that problem.

Quote:
On the wireframe, the handle could use less sides and more segments for a rounder appearance. I can't really tell whats going on at the edges of the, but it looks like it could be simplified.
I agree. I think I'll make it four sided with more segments.

Quote:
Nice to see you used a 256. Mind posting flats?
I will once I am completely done with the model/texture.
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