The sci-fi crate contest

Miscellaneous Forums/Graphics Showcase/The sci-fi crate contest

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Allrighty... my contest piece is finally here and even before the deadline... I made the texture from scratch afterall because I didn't want to reveal any "company logos" from my game etc possible spoilers. I used VERY simple forms and shapes because I wanted to have a boxy silhuette so that I can do stacks of them and remove all "non-seen" walls - you can't stack Halo's crate for example (like 3*3*3) and remove backfaces from it like you can from mine. Few "whys" "explained":

1. UV-mapping... I have tried to make the UV's very versatile, so that I can use the same texture for making loads of different looking crates, and by using vertex color tinting, few dozen more :)

2. There is empty space in the UV-map on the right side and this is intentional. I will use this space for small add-on bits, like shipping slip stuff and for various markings etc to make the boxes even more "individual". It's always good to have some room in the map for the "unexpected" need to add something later on.

3. Original texture was 1K * 1K which would be 256 pixels / meter resolution for the texture, and 512 version is of course 128 pixels / meter rez which is what I use for all my level stuff - it doesn't hurt to do the texture using 2X scale, because you can always downscale, but you can't scale it up once you've made it.

4. Since it was made for a game I modeled the inside also - what good are crates that can't have stuff in them? :P I also modeled one version that don't have the inside bits and is fully sealed (solid) for crates that don't need to be opened or for making rows and rows of crates (think aircraft hangar full of them or something like that).

[edit]

5. Oh, and the crate is 1.5m x 1.5m sized because I wanted to have a crate that can give you some cover "in the unlikely case of a shoot-out in a fps game"... and you can shoot back over the crate too.

Textured views, top off and on, total of 600 triangles (solid version has only 492 triangles):





Wireframe views, top off and on:




No textures, , top off and on:




UV-map:



Texture (512*512):