Some props

Show off your finished maps, models and other creations. Screen shots are a must!

Some props

Postby SM Sith Lord on Sun Jul 08, 2012 3:47 pm

This summer, instead of making any maps or coding any mods, I'm making props for a L4D2 campaign that somebody else is working on. The guy needs an insane amount of props to pull the campaign off, so I try to keep a steady pace of about 10 props a week for him. He sends me a description, some reference pics, and a bounding box for scale for each prop he wants.

Tips and criticism about the texturing would be especially appreciated because I am pretty new to drawing them. Nothing is baked onto the textures, they are all hand drawn. Usually the photoshop file has a base layer with the textures, a full color lighting layer I use to colorize the texture, and a black & white lighting layer for painting on specular highlights and stuff.

Image
Image
Image
Image
Image
Image
Image
Image
Image
Image
Image
Image
Image
Image
SM Sith Lord
Been Here A While
Been Here A While
 
Joined: Sat Nov 25, 2006 4:25 pm
Location: Los Angles, CA

Re: Some props

Postby Epifire on Sun Jul 08, 2012 5:50 pm

Those are some really good props dude. Your work seems to do best with the more wood objects but that is all decent stuff for as many as you are making.
Image
User avatar
Epifire
Senior Member
Senior Member
 
Joined: Fri Mar 25, 2011 8:54 pm
Location: Minnesota, where you're froze 24/7

Re: Some props

Postby Sathor on Sun Jul 08, 2012 6:10 pm

They look good, but aren't some of them a bit on the high poly side of things? Especially the size of the props, which we can only guess, sometimes doesn't seem to match up with the amount of polygons used.
User avatar
Sathor
Senior Member
Senior Member
 
Joined: Sat Jan 20, 2007 10:31 pm
Location: Germany

Re: Some props

Postby SM Sith Lord on Sun Jul 08, 2012 6:20 pm

Sathor wrote:They look good, but aren't some of them a bit on the high poly side of things? Especially the size of the props, which we can only guess, sometimes doesn't seem to match up with the amount of polygons used.


Good point about the variation on detail. Some of the props (even the small ones) are much higher detail than others because they are safe room props. People usually spend a long time in the safe room checking stuff out very closely as they wait for the rest of the players to join, so it seemed like the props used in there should be extra detailed.

As far as having to guess the size of the props from the screenshots, that does seem problematic. Maybe I could try including a humanoid shape in the screenshots for scale or something.
SM Sith Lord
Been Here A While
Been Here A While
 
Joined: Sat Nov 25, 2006 4:25 pm
Location: Los Angles, CA

Re: Some props

Postby Gary on Mon Jul 09, 2012 12:39 am

Sathor wrote:[...] Especially the size of the props, which we can only guess, sometimes doesn't seem to match up with the amount of polygons used.


Haha, this is left for L4D2. It has the fast path rendering. These few thousand poly props won't affect the framerate in the slightest. Maybe if you got an Intel GPU...


Anyways, these look great. Both the textures and meshes.
Have a question related to modding or something I posted? Something that needs staff attention? I haven't been active lately, but feel free to PM me or message me on Steam(link below)

User avatar
Gary
Interlopers Staff
Interlopers Staff
 
Joined: Wed Dec 16, 2009 12:40 am
Location: USA, FL

Re: Some props

Postby MaK on Mon Jul 09, 2012 3:41 am

I'm sure this guy really appreciates your work. Good work on everything, and especially the pacing of 10 props a week. Keep up the good work!
User avatar
MaK
Senior Member
Senior Member
 
Joined: Thu May 18, 2006 12:08 am
Location: USA

Re: Some props

Postby Jangalomph on Mon Jul 09, 2012 3:59 am

Awesome looking stuff!
http://www.nomoreroominhell.com
I don’t know whether I was right or wrong, I guess I’ll never know… But I made it. And I guess I should be thankful for that. - Strelok
Has anyone really been far even as decided to use even go want to do look more like?
User avatar
Jangalomph
Forum Goer Elite™
Forum Goer Elite™
 
Joined: Wed Jun 25, 2008 3:19 pm
Location: Sumter, SC

Re: Some props

Postby Dives on Mon Jul 09, 2012 6:32 am

MaK wrote:I'm sure this guy really appreciates your work. Good work on everything, and especially the pacing of 10 props a week. Keep up the good work!


Hah I bet the guy who is recieving these Disneyland props is totally appreciating the work. ;-)
User avatar
Dives
May Contain Skills
May Contain Skills
 
Joined: Sat Feb 28, 2009 9:54 pm
Location: Moorpark, CA

Re: Some props

Postby Kosire on Mon Jul 09, 2012 5:03 pm

Nice, 10 props a week is pretty good.

But 1024x1024 for each prop seem a bit excessive don't you think? Also I see a few textures where some faces could have been used the same spot in the UV to save space. Like on the lamp, two white faces for the lamp. They could have used the same face there.

You seem to be best at doing wood texturing, and overall the style of the props look perfect for a cartoon/disney land/team fortress 2 enviroment.


Keep it up!
User avatar
Kosire
1337 p0st3r
1337 p0st3r
 
Joined: Sat Mar 07, 2009 7:25 pm
Location: Denmark

Re: Some props

Postby Epifire on Mon Jul 09, 2012 7:37 pm

I see nothing wrong with 1024x1024 textures as long as you don't mind the increased file size. Honestly I applaud you, because most people like to keep Source in the same sort of constraining box it was limited to years ago.

I think Source works best when you can sort of picture frame things design wise. Basically to where you have a limited amount of the level rendered as much as possible, and fill framed area with some great detail. With some of the recent work in Left 4 Dead maps I really have been wanting to pick that up.
Image
User avatar
Epifire
Senior Member
Senior Member
 
Joined: Fri Mar 25, 2011 8:54 pm
Location: Minnesota, where you're froze 24/7

Re: Some props

Postby Howser on Wed Aug 08, 2012 3:26 pm

love the character of the models! Textures seem a bit too photoshoppy/hand painted for l4d, working in more localised grime and some photo textures to make the detail frequencies a bit more realistic is all they need. Otherwise great stuff! Get them in game sir.
User avatar
Howser
Dumpling
Dumpling
 
Joined: Tue Aug 07, 2012 4:24 pm

Re: Some props

Postby brerben on Thu Aug 30, 2012 8:58 pm

I see you are a Disney fan
brerben
Regular
Regular
 
Joined: Sat Apr 18, 2009 3:37 pm

Re: Some props

Postby Garrador on Fri Sep 14, 2012 7:15 am

Nice work indeed!

Here is some feedback;

I see a _lot_ of improvements that can be made to the triangle count. Even if the engine handles it, you should really consider improving your workflow, as this is excessive.
There is a reason for why bumpmapping and shaders alike were invented. Always reduce as much as you can without making it look bad.

Like the monkey's lips (and other parts on him) for instance. Those need not be geometry at all. Two words: bump map.
Not sure about it's size in-game, but from the looks of it, it's not that large, thus less detail is needed.
Consider a few factors:

- If you like small details like that, like I do, create a HP model and bake from that to get nice, accurate normals.
- If the prop is large in size, more detail is needed (depends on the complexity of course)
- If the prop is small in size, less is needed. Then you could do most in the normal map, as it will be hard to tell the difference in game
- If the prop is a typical "fill-space" prop, like a lantern, twig cluster, food can etc, avoid any details at all, really. Normal maps will suffice for the most part, as long as they are really small in size. Larger fill-in props obviously demand more detail to look good.
- Look at your prop's edgeflow and geometry and decide if some edgeloops can be removed whilst still retaining it's basic shape. I see tons of edgeloops that can be removed on every prop, plus rounding off a lot of concave shapes and utilizing normals instead.

All in all, you can greatly reduce the polycount whilst still retaining the shapes you want. Utilize normal mapping and specular highlighting (+phong)!

For the texture maps: Some of them are larger than necessary, but often the diffuse makes up for extra optimization on props. Just make sure the resolution and detail-level is consistent in game, and don't get a ugly contrast between a small "useless" prop, and a larger more dominant one. Have it uniform across the board!

Also, for small props that are almost always used together or in the same area (fill-in details), try mixing the UV's of them all into one, a tad larger texture sheet. Takes the engine less loading by only loading it into memory once, than several pieces for several small props.

The diffuse painting itself is excellent! Love the style of the models and the texture, so quality is not the issue at all. Just consider the more technical parts of it as well.

- Oyvind
You click on Build or type
make (or some equivalent), and you are astonished, then mortified, as you realize that the whole world is being
recompiled and relinked!
- Scott Meyers
User avatar
Garrador
Veteran
Veteran
 
Joined: Fri May 12, 2006 10:39 pm
Location: Norway

Re: Some props

Postby MrDetergent on Fri Sep 14, 2012 2:27 pm

I don't exactly like the art style of props, but the props seems very professionally made. They seem like they would belong in a kid game like Donkey kong, Crash bandicoot Course or the Nightmare Before Christmas. Hell they even might fit at home in team fortress 2 if they were lambert shaded only.


Garrador wrote:All in all, you can greatly reduce the polycount whilst still retaining the shapes you want. Utilize normal mapping and specular highlighting (+phong)!


Did you know in Source engine when normalmaps are used the per-vertex lighting gets disabled? Its pretty much a crippling issue if you're trying to use static props with phong shading and bump mapping.
User avatar
MrDetergent
Dumpling
Dumpling
 
Joined: Thu Sep 13, 2012 4:07 am

Re: Some props

Postby kraid on Sat Sep 15, 2012 9:18 am

Some really nice work you got there.

While i have to agree that some of it could be a little more optimized geometry wise, the polycount vs extra texture maps and more expensive shaders isn't always an easy decission.

e.g. if you're doing a console exclusive game, you're very limited in texture memory but they're optimized to render as many polygons as possible. So in fact most of the console exclusive games have a higher polycount on models but use less textures for effects such as normalmaps and less complex shaders.

Even on Pc there are big differences between the engines.
Source for instance has always been a little less focused on normalmaps then lets say UnrealEngine 3.
While it's possible in UE3 to use very low poly characters with a single smoothing group and apply all the details with the normalmap, source needs much more shape definition since it doesn't blend large and smooth transitions very well.

Just look at valves own models, they use a very high polycount and if they have a normalmap at all, it's used for small surface details and structures rather then faking larger geometry details.
Goldeneye Source v4.2.3
get it now and play for FREE!!!
http://www.goldeneyesource.net
kraid
Been Here A While
Been Here A While
 
Joined: Thu Jan 22, 2009 12:09 pm
Next

Return to Showcase

Who is online

Users browsing this forum: No registered users