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created Barbed Wire Baseball Bat
on 10-03-2011 10:21 AM
I figured it was high time that I actually posted some actual art on here again, so here goes!
I have spent a few hrs over the past few days working on a barbed wire baseball bat...I have never made a weapon before, so this was pretty awesome to get cracking on.
WIP beauty render
WIP beauty render wires
Barbed wire close up
Barbed wire wires close up
Handle tape close up
Handle tape wires close up
Everything is being made with subd in Blender 2.58a and there isn't any sculpting yet.
For those who are interested in how I did the barbed wire, it was done by making a small section and then adding an array modifier with the Fit Type set to curve, so that the # of parts would match the length of curve. I then added a curve modifier that deformed the barbed wire along the curve.
To make the curve, I just modelled a helix, which was then scaled and arrayed vertically, which was then converted to a curve
Comments and critique are welcome 
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, dedicated polycounter,
1,671 Posts,
Join Date Mar 2007,
Location United Kingdom (Hampshire)
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You knocked it outta the park with this piece ^^
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, triangle,
296 Posts,
Join Date Feb 2010,
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Looks nice... I'd wrap some tape around the top part under the barbed wire though. I would imagine without an abrassive surface the barbed wire would slide right off.
Can I ask how you intend to bake this?
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, triangle,
291 Posts,
Join Date Jul 2011,
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sweet stuff. that wire looks awesome!
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, triangle,
268 Posts,
Join Date Mar 2009,
Location Malmö-Sweden
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That looks really cool Andy, I especially like the little staples holding the wire in place, nice little detail if a little hard to see at first.I'm also interested in how you plan to bake this.
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, card carrying polycounter,
2,474 Posts,
Join Date Apr 2009,
Location Vancouver BC
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Fantastic job Andy. I really love this.
-B
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, spline,
146 Posts,
Join Date Apr 2008,
Location Woodstock, Ga
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i love the way you barbedwired the bat  , im guessing that the bat will be a bit bloody when its time for the textures. so here is an sugestion.
pieces of flesh that got stuck during the attacking of victims?
"Look down on me, you will see a fool. Look up at me, you will see your Lord. Look straight at me, you will see yourself."
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, null,
19 Posts,
Join Date Sep 2009,
Location Sweden
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Pretty cool stuff!
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, polycounter,
1,150 Posts,
Join Date Jul 2005,
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The barbed wire is ace. I'd suggest enlarging the staples though and putting them at more varied angles.
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, triangle,
436 Posts,
Join Date Oct 2009,
Location Kentucky
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Thanks for the kind words everyone!
Currently, I'm really not sure how i'm going to tackle the LP yet or what is acceptable for a first person weapon like this :P
It has been suggested to me that 5-7k is somewhere around what I should be looking at...any insight would be great
For the LP barbed wire, I did a few quick tests...It seems I have 3 options.
A) Use a cylinder, to which I can bake the barbed wire onto and have 1 quad for each barb (and maybe have multiple cylinders for multiple levels of wire)
B) Have triangle strips that follow the curve and use a tiling texture
C) Model the wires with geometry (3 or 4 sides) and use planes for the barbs, or model the barbs, depending on tricount limitations
Now, the pros and cons I for see with these are as follows (Please feel free to comment on these or correct me)...
A)
- Doesn't provide a good silhouette, as the wire would be obviously uniformly cylindrical from most angles
- Reasonable tricount (my test was around 450 tris for 1 main cylinder and multiple quads)
- Poor texture footprint and the worst of all 3 options (and increasingly so depending on the amount of main cylinder levels)
B)
- Poor/expensive to alpha sort
- Reasonably expensive. My test was 1218 tris., with each section of barbed wire being a scaled plane, with 2 vertical loops to accommodate the curve (would probably need a greater number or sides to look good, though this would be budget dependent)
- Very good texture footprint (each barbed wire section would be tiled and fit to a curve, as above)
C)
- Very expensive/largest tricount (My test was 5278 tris., with each section of barbed wire being a scaled cube, with 2 vertical loops to accommodate the curve and planes for each barb (more sides would probably be too restrictive)
- Reasonable texture footprint (each barbed wire section would be tiled and fit to a curve, as above)
- Best silhouette, but at the cost of geometry
Example textures for idea A
Normal
AO
Mask

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, dedicated polycounter,
1,671 Posts,
Join Date Mar 2007,
Location United Kingdom (Hampshire)
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i want to see the maps applied to the lowpoly! STAT
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Sorry for the late reply Pedro, the textures that we rendered were not ready for actual use...they were just a demonstration to explain what I meant a little better :P
I have rendered out a good set, which are below the render from within Marmoset.
Marmoset with method A
Normal
AO
Mask
The shots don't look awful, but don't have as much depth as I would like. The silhouette is obviously cylindrical too, but not as bad as I had initially thought it would be (from tests with the previous set of textures)
As always, comments and critique are welcome 
Thanks for looking!
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, dedicated polycounter,
1,671 Posts,
Join Date Mar 2007,
Location United Kingdom (Hampshire)
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WOW, thanks for sharing Andy!!! 
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, card carrying polycounter,
2,249 Posts,
Join Date Jul 2009,
Location Irvine, CA.
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Thanks Alberto! My pleasure 
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, dedicated polycounter,
1,671 Posts,
Join Date Mar 2007,
Location United Kingdom (Hampshire)
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You're insane! Looks nice though.
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ah that barbed wire looks brilliant, love the LP result as well.
Handle tape looks a bit iffy with the bulge though, should probably be more flat on like so:
http://www.vintagesportsshoppe.com/photos/hanna1.jpg
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, dedicated polycounter,
1,484 Posts,
Join Date Nov 2009,
Location Copenhagen, Denmark
, dedicated polycounter,
1,671 Posts,
Join Date Mar 2007,
Location United Kingdom (Hampshire)
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Amazing work sir.
Just a quick suggestion, You can try and put some dents and heavy scratches on the bat.
Comicon 2011
[7:01:55 PM] LRoy: youre like a mad artist who burns all his paintings after hes done
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, veteran polycounter,
2,897 Posts,
Join Date Dec 2009,
Location Sauga, ON
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Thanks Nitewalkr!
I'm probably going to do a sculpt pass on everything, so I would expect some roughness to be added 
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, dedicated polycounter,
1,671 Posts,
Join Date Mar 2007,
Location United Kingdom (Hampshire)
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wow, after seeing the high poly of the barb and bat, i really didnt think it would look good as a finished game asset.. but you did an awesome job getting that info baked out! looking forward to the diffuse : D!
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, polygon,
546 Posts,
Join Date Feb 2008,
Location UK !
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@Razorb,
Thanks for the kind words, but im not even close to finishing the HP yet...The LP was just a quick test 
I still have a bunch of stuff to add yet 
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, dedicated polycounter,
1,671 Posts,
Join Date Mar 2007,
Location United Kingdom (Hampshire)
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looking really nasty.... in a good way!
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, spline,
157 Posts,
Join Date May 2010,
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I think the low poly works fine. It's busy enough that I don't think you'd really pick out the 'flatness' in game. And most of the time it would be swinging or maybe out of view...
You're already going to have quite a bit of alpha sorting with one plane and all the barbs, so I see no reason to increase that just to add a little depth that will probably be hardly noticed.
How about a couple carefully placed dents in the bat. Would give it a little depth under the wire and make it look just a little more badass to boot.
Great at starting projects...
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, polycounter,
1,100 Posts,
Join Date Jun 2007,
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Thanks guys
I will make sure to do a sculpting pass and post some updates soon 
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, dedicated polycounter,
1,671 Posts,
Join Date Mar 2007,
Location United Kingdom (Hampshire)
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Are you going to be using the sculpting tools from blender also? I'm yet to see anything baked out from a blender sculpt yet!
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, dedicated polycounter,
1,669 Posts,
Join Date Dec 2010,
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