[Prop] Dumpster

lillbrorsan

L2: Junior Member
May 1, 2008
63
23
Now finished the model.

Dumpster_2.jpg


http://toffe.kladdpapper.com/TF2_Dumpster.rar

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Well, someone requested this some time ago and well i am almost done with it, thought i lost the source files due to a format of my new pc, however i found the whole project intact, here is where i am at now:

Dumpster_1.jpg
 
Last edited:

Apom

L6: Sharp Member
Sep 14, 2008
366
65
Looks nice, although I don't know if it will see much use in everyday mapping (the colors are good with respect to the TF2 style, but the plastic makes it feel to modern).

I'm sure the person who requested it will be happyt, though :)
 

YM

LVL100 YM
aa
Dec 5, 2007
7,135
6,056
Looks good so far. My suggestions:
-more visible brush strokes on the blue
-make sure its got an abiant occlusion map
-make a red/blu/neutral coloured version
-take off the fist logo and replace it with a more logical logo
 

lillbrorsan

L2: Junior Member
May 1, 2008
63
23
Thanks for the reply Youme, i will replace the logo.
Oh and it has an AO baked and the Blue/Red/Grey versiones are done.
 

ArsenaL

L1: Registered
Jun 7, 2008
49
42
How do you get your texture map so neat... is there a tool out there that does this or did you place all the faces on the UV map individually... i'm so confused on how to do this process efficiently :(
 

lillbrorsan

L2: Junior Member
May 1, 2008
63
23
I did it all by hand really, just use the Create UVs in Maya and fiddle with it :D

By the way, updated my first post with the actual model, see how it works.
 

YM

LVL100 YM
aa
Dec 5, 2007
7,135
6,056
:( bad lighting on the front face, making it unusable -
badlightinghf3.jpg

(both those faces are in direct sunlight!
 

Jazz

L5: Dapper Member
Mar 9, 2008
240
23
If you make a green color I will dl it. Not saying these look bad (they look GREAT) just saying I don't think I will need team-based dumpsters.
 

laghlagh

L6: Sharp Member
Jul 15, 2008
389
53
Reall, really good. I think, however, that the brush strokes should be less visible, but in larger numbers.
 

YM

LVL100 YM
aa
Dec 5, 2007
7,135
6,056
But what's causing that dodgey lighting? Theres nothing on the texture that would make that side dark
 

Snipergen

L13: Stunning Member
Nov 16, 2007
1,051
150
I would say smoothing groups but maya doesn't have that right?
Make sure your .vmt is correct.
 

Nineaxis

Quack Doctor
aa
May 19, 2008
1,767
2,820
And now, I patiently await a payload map where the cart is a dumpster.