January 11, 200917 yr Just a recent practice with 3ds max and game development. The model may end up as part of a 3D Flash game for one of my design courses. The app will be something like a "skateboard builder," with the skateboard as the primary object in the scene (hence the high polycount). This model is about 264 polys / 550 tris. I'm sure it can be trimmed down further. Clay + wires: I've roughly unwrapped and textured the deck. The UV space is poorly managed. Ideally I would have liked to pack everything into a single texture, but I've split it up for use in the game (i.e. changing only part of the model). I'll try to pack it tighter tomorrow. Here is the diffuse (50%): Beauty shot, higher poly render: Tomorrow I'll upload the flash file so you can view the model in-game. Crits welcome.
January 11, 200917 yr Looks nice. I don't know much about 3D stuff, but the wheels on the last image of the upturned board look wrong. Again, I don't know if you've actually finished it yet, but the wheels need a central part cut out for the bolts, and also they aren't round, they are too jagged. Otherwise I think it looks pretty cool.
January 11, 200917 yr It has the potential to look great, but all the lines look jagged. 2257AD.TUMBLR.COM
January 11, 200917 yr Because its low poly you need most of the detail coming from the texture here is an example This has the same amount of Tris (give or take) as your model but the detail it has in the texture map makes it look some much nicer. As you can see the texture map is a lower resolution than yours. So basically you should add more detail to your diffuse map for example add the screws at the front of the board. Also try to remove any edge loops than add no extra detail to the model you may only save a few Tris but they all add up. Last thing you said that was the texture map at 50% if that is the case lower the resolution, 1024x1024 should only be used in next gen games for a prop that small (even then it is pushing it). Click for blog
January 11, 200917 yr Looks good, but jaggedy. Not a major issue though, and I can see why your keeping it low poly.
January 11, 200917 yr Author Thanks for the crits. :) Here you can see a simple test case using Flash and Alternativa 3D: (probably best to open in a new window) http://mdes-tools.googlecode.com/svn/tr ... delImport/ I'll definitely add more detail to the texture. I'm also thinking of fixing up the wheel models. Last thing you said that was the texture map at 50% if that is the case lower the resolution, 1024x1024 should only be used in next gen games for a prop that small (even then it is pushing it). Since the game is to design a skateboard, the board will be the "main" and only character on the screen. The only other objects will be small environment props, which will use smaller textures.
January 11, 200917 yr Looks good. I'm in agreement about putting more detail into the texture though. The wheels especially could use a good texture on them. A few skateboard wheel pictures to get the idea. Even an old game such as the first Tony Hawk just kind of faked the wheels with textures. Other than that it looks good. :thumbup:
January 11, 200917 yr Ok quick look and first thing I saw was UV stretching on the end of the board and from the looks of your UV map you haven't unwrapped that yet. So basically you need to finish unwrapping your model and to add more texture detail, also as the bottom of the skateboard is normally very smooth I would recommend smoothing out the AO bake (slightly). Click for blog
January 11, 200917 yr Author Hm... where is the UV stretching? And what do you mean by smoother? Softer shadows? Fixed up the model some more. Refined the edges of the deck to make it less pointy, touched up the wheels, and trimmed the polycount on the trucks. The full board is now 526 tris. Going to fool around with the wheels to see if I can clean them up some more.
January 11, 200917 yr Wheels look a lot better. With some texture to them it'll look great. :thumbup:
January 11, 200917 yr Hm... where is the UV stretching? And what do you mean by smoother? Softer shadows? Plus by smoother I meant less grainy (well from the picture it look fairly grainy could be wrong though). Click for blog
January 11, 200917 yr Author Ah thanks. I've fixed the UV for the deck. More tests... Not my design on the base. EDIT: Added slight wear & tear to the top as well.
January 12, 200917 yr Author Update: Unwrapped wheels and added a simple skin. I also added some more to the game framework (I will update the flash tomorrow). It loads three models (one truck, one wheel and one deck) and then clones and positions them appropriately. Each one can be modified via mouse interaction. In the game you will be able to have a different skin for each wheel and each truck, upload your own skins, give the board a "test" drive, etc.
January 12, 200917 yr In case you need more board-designs, here are some by one of my favorite vector-artists: [hide=STEP ASIDE FOR THE BIG IMAGE][/hide] http://j3concepts.deviantart.com/art/Bo ... -108701582 It keeps on getting better, well done. [http://woopidoo2.deviantart.com][Tip.it Moderator from Dec 10, 2006 to 03 Sep, 2008]
January 12, 200917 yr Author Those look great. Unfortunately I can't use them because of the wheels/trucks. I might message him to see if he would be willing to let me use the originals, though. Thanks!
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