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Scraps and Doodles

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Xraygunner
BnBGobo99
Dobi
PaperJon
Radialronnie
zyzzy
Yodaman921
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Post  Yodaman921 Mon Apr 09, 2012 1:15 am

Hey all,

Well, since the project for my work that I've been working on since January fell through, my boss moved me to a temporary project making game assets until I get moved to a different project when the summer starts. I don't think I'm at liberty to say much about the game project I'm making assets for, but seeing as how these are just random assets I should be fine with sharing.

Box:
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Desk:
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Stool:
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Also just a side note, my job for asset making is just to model and unwrap the UVs, my co-workers are the ones that paint them. Smile


Last edited by Yodaman921 on Thu Jul 05, 2012 12:55 pm; edited 1 time in total
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Post  zyzzy Mon Apr 09, 2012 10:27 am

That is so cool.

Do you have limits on verts or anything like that?

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Post  Yodaman921 Tue Apr 10, 2012 2:48 pm

Thanks, as for a vert limit, yes and no. Basically I just have to be mindful about how many verts I'm using. I should have enough for basic details, while still staying low.

Display case:
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Post  Yodaman921 Tue Apr 17, 2012 5:44 pm

More random items:

Broom:
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Bucket:
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'Clutter':
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'Clutter Stack':
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Hanging Lightbulb:
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Metal Shelving Unit:
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Rectangular Planter:
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Post  Radialronnie Thu Apr 19, 2012 11:44 am

Oh my! This looks almost like the S&D thread already!
On your broom, check with your texture folks to see if it would be better to split the edges of the bristle portion, and extend them through, and past each other. This will remove any possible sharp corners (which may be possible depending on the texture) although that may be the look you're going for!

Nice work by the way; keep it up!


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Post  Yodaman921 Tue May 08, 2012 3:03 pm

Restaurant Style Trash Can:
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Desk Trash Can:
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Salad Bar:
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Catwalk:
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Microphone:
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Speaker:
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Bar Stool:
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Bar:
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Beer Tap:
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Club Light:
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Ticket Dispenser:
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Number Sign (very exciting, I know):
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Stage (also exciting):
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Street Light:
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Police Lights:
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Spoiler:
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Satellite:
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Truck Lights (exterior frame is actually beveled, too lazy to take a new screen shot Razz ):
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Pylon:
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Door to a Safe:
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Metal Railings:
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Polar Bear:
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Post  zyzzy Tue May 08, 2012 3:17 pm

Yodaman921 wrote: I don't think I'm at liberty to say much about the game project I'm making assets for, but seeing as how these are just random assets I should be fine with sharing.
Smile

I think you've given too much away...its a game about a polar bear that trashes the salad bar at a karaoke bar.
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Post  Yodaman921 Tue May 08, 2012 3:34 pm

zyzzy wrote:
Yodaman921 wrote: I don't think I'm at liberty to say much about the game project I'm making assets for, but seeing as how these are just random assets I should be fine with sharing.
Smile

I think you've given too much away...its a game about a polar bear that trashes the salad bar at a karaoke bar.

Haha, almost got it.
Actually, for those that are interested, here's a fairly old video of the project:
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Post  Yodaman921 Mon Jul 02, 2012 3:28 pm

*Crawls out of a hole* Yup, prepare to be spammed with a ton of images... Very Happy

Penguin:

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Iceberg:

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Rhino:

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Rocks:

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Elephant:

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Goat:

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Buffalo:

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Cow:

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Duck:

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Pigeon:

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Chicken:

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Deer:

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A grenade that looks like a monkey:

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Squid:
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Velvet Ropes:

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Helium Tank:
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Ticket Replicator #1:

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Ticket Replicator #2:

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Ticket Replicator #3:

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Zoo Pen Gate:

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Zoo Entrance Gate:

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Club Entrance:

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Dumbwaiter:

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Hanging Drawers:

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Pipes:

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Box of Metal:

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Tarped Object:

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Junk Mountain:

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Garage Door:

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Plastic Container:

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Folding Chair:

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Small Table:

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Bar Cabinets:

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Grenade that looks like a penguin:

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Hotdog Stand:

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Surveillance Equipment:

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Broken Door:

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Rubble Piles:

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Dangling Wires:

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Stop Sign:

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Cobblestone Path:

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Club Sign (I personally really like this one, my own design too):

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Drinks:

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Park Bench:

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Crosswalk Sign:

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Road (2 uv sheets, 1 is shown):

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Conveyor belt:

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Seal Fountain:

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Dumpster:

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Drinking Fountains:

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Mech (4 UV sheets, 1 is shown):

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Crate:

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Rat:

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Serving Tray:

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Paper Floor Lamp:

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Sofas:

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And finally they have me working on rigging and skinning so here is the polar bear again (This part is done in 3Ds Max):

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Post  Radialronnie Mon Jul 02, 2012 3:40 pm

Wow, that's some fantastic work! All the organics are really well done!

The one and only thing that looked a bit off to me is the the UV layout on the "dangling wires" prop. Firstly, it looks like the islands now are way too short and wide. But I would personally set it up to use a small tiling texture if possible.

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Post  PaperJon Thu Jul 05, 2012 7:09 am

Awesome low poly models love the style of the game Very Happy Only thing I dont understand is why you dont use Blender for rigging but suppose thats up to you or the individual doing it Wink

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Post  Dobi Thu Jul 05, 2012 9:01 am

PaperJon wrote:Only thing I dont understand is why you dont use Blender for rigging but suppose thats up to you or the individual doing it Wink
My guess is that Blender isn't very good in exporting rigs for other software. I'm talking with my own experience, trust me.

Great game models, though. I should show mine sometime... Hey, is it good to use this thread as a S&D thread? I mean, so we can all post random models here that don't deserve their own threads?

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Post  Yodaman921 Thu Jul 05, 2012 12:54 pm

PaperJon wrote:Awesome low poly models love the style of the game Very Happy Only thing I dont understand is why you dont use Blender for rigging but suppose thats up to you or the individual doing it Wink

The primary reason for not rigging/skinning in Blender is that my boss is a certified instructor for 3DS Max and as a result most of the lab I work in uses 3DS Max. He doesn't mind if I use Blender for modeling since I have the experience in that area, however, with rigging/skinning I don't know the area too well, and especially if other people will be animating what I rig, then it should generally be in the same program so everybody's on the same page.

@Dobi: Sure, I'll change the title of the thread, since currently it's just like the Scraps and Doodles thread, but just with all of my stuff from work. Very Happy
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Post  Dobi Mon Sep 17, 2012 6:03 pm

Hey, thanks for changing the name. Here's a knife I modelled for a local Blender training series Very Happy

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Here's a link if thumbnail doesn't load:
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Post  Dobi Sun Sep 30, 2012 5:03 am

Here are buildings that I modeled for Dreamteck's (the indie gamedev team I'm in) first commercial game project. Yep, the first game that we've ever intended for selling.

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8 buildings total with a futuristic theme. Now that I think about it, might have just copied the design off some buildings in Dubai, instead of comming up with designs on my own. Laughing But, hell, those are just as good, anyway so why bother. Rolling Eyes

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Post  Radialronnie Mon Oct 01, 2012 1:31 pm

Not too bad! Those look like pretty efficient buildings for a realtime project.
There a few things I'd tweak if you don't mind me saying. The 'concrete' texture is a little too contrasty in my opinion and it looks like 5cm of concrete instead of 50m of it.
Also, this building here [You must be registered and logged in to see this link.] needs a bit of tweaking of the glass UVs as right now, the bottom rows aren't horizontal and sort of curl over. You can use Live Unwrapped in Blender coupled with UV Pinning to pin the bottom vertices, then scaling them flat.

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Post  BnBGobo99 Fri May 10, 2013 3:23 pm

Just some fun stuff. Both can be viewed in HD by visiting YouTube:


Okay, totally not Blender, but still fun.


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Post  BnBGobo99 Sun May 12, 2013 11:36 am

Two frames from the animation I lost today:
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Post  Radialronnie Wed May 15, 2013 6:59 pm

BnBGobo99 wrote:Two frames from the animation I lost today:
Oh no! Crash/not saved? The result looks like it could have been pretty cool.

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Post  Xraygunner Thu May 16, 2013 2:08 am

Wait, what?
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Post  Xraygunner Sun Oct 06, 2013 12:28 pm

Thought I'd share a little doodle as well.  I've been off and on messing around with voronoi patterns and trying to work out the kinks... I think I finally figured it out for the most part.

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Post  finkgab Mon Oct 07, 2013 11:46 pm

Nice render, xray (:
I'm a bit outdated regarding Blender though... Is that a procedurally generated model or you made it yourself? (Would be cool having it 3d printed Smile )

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Post  Xraygunner Tue Oct 08, 2013 11:04 am

Sortof both. It relies mainly on cell fracture and the wire modifier. All I have to do is clean up the mesh as best I can and then figure out render settings and composition.... I was wondering how difficult it would be to have it printed.
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Post  finkgab Tue Oct 08, 2013 9:51 pm

Not quite difficult but maybe a bit expensive.
Have you heard of [You must be registered and logged in to see this link.]?
They have different materials available (glass, different metals, ceramics and different plastics).
You only have to export it to a .STL format, minding its dimensions and upload it to Shapeways to see how much it'd cost you on different materials Smile

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Post  Xraygunner Tue Oct 15, 2013 9:04 pm

Fixed a couple things.

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