FA+ | Shop

Browse

Search

News & Updates
Events & Spotlight
Help & Support
Advertising
Black Lives Matter
Changelog
Internet Safety

Community Walls

I Was Here
Banner Museum
Wall-o-Awesome

SUPPORT FA

Subscribe to FA+
FA Merch Store

RULES & POLICIES

Terms of Service
Privacy
Code of Conduct
Upload Policy

SUPPORT

Contact Us
Site Status

Log In or Create an Account
Log In
Create an Account

Browse
Search
  • Support

    Community

    News & Updates Events & Spotlight Help & Support Advertising Black Lives Matter Changelog Internet Safety

    Community Walls

    I Was Here Banner Museum Wall-o-Awesome

    Rules & Policies

    Terms of Service Privacy Code of Conduct Upload Policy

    Support

    Contact Us Site Status
  • Browse
  • Search
  • Upload
  • FA+
  • Shop
  •  
  • Log In or Create an Account
    Log In
    Create an Account
283
Views
9
Comments
2
Favorites
General
Rating
Download Submission
Category
All / All
Species Unspecified / Any
Size 1920 x 1080
File Size 1.31 MB

Keywords

cpthaze ratchet sexy

Report this content


Bad Tags?

Meta Keywords

u_cpt-haze c_all t_all s_unspecified_any
Ratchet & Clank Bolt crate 1
❌
Download
Lobster Dinner
The Rules of Character design #1, The Silhouette
Ratchet & Clank Bolt crate 2
Main Gallery
329 submissions
« Newer

Ratchet & Clank Bolt crate 1

By Hazmund,
posted 11 years ago      Digital Artist
Just a project from my game modeling class to hold the ground while I practice

Artwork © cpt-haze
283
Views
2
Favorites
9
Comments
General
Rating
Category All / All
Species Unspecified / Any
Size 1920 x 1080px
File Size 1.31 MB

Keywords

cpthaze ratchet sexy

Meta Keywords

u_cpt-haze c_all t_all s_unspecified_any

Report this content


Bad Tags?
cdogone
CDogOne ~cdogone
11 years ago
Nice!
cpt-haze
Hazmund ~cpt-haze
OP
Digital Artist 11 years ago
thanks, was it you whom I said I would explain all this game design stuff?
cdogone
CDogOne ~cdogone
11 years ago
If i remember correctly, yes
cpt-haze
Hazmund ~cpt-haze
OP
Digital Artist 11 years ago
You see, the wonderful part is game are an illusion when you play them. You've probably heard people talking about games that have a high "poly count" (tri count is the game industry correct term)

If you build an item in lets say, Maya: my 3D program of choice. You build an object that is 3d dimensional and requires "Polys" so it can 3 Dimensional, the more polys, the more detail you can sculpt in. Its very easy to compare to sculpting: the more clay, the bigger and more detailed the sculpture will appear. The problem is the game project I was working on gives us a limit on how many polys (Clay) we can use. Give me a couple million polys and I can sculpt everything down to the detail of the wood: but that would never work in engine and it why would be wasted on something as trivial as a crate?

Instead I was given a 100 polygon limit and this is where the magic comes in, What if I told you for the most part the sides are just 1 giant flat poly? that the entire thing is only 100 polys and not the 1 million poly detailed piece, yet it still looks like it has all the details of a one million poly model? that is thanks to first off, the diffuse map, that brown 512 by 512 square you see in the corner, I did a process known as "unwrapping" I'll explain that later if you like.

The diffuse is responsible for all the color and detail on a model, most people create their diffuse in the industry standard: photoshop, its essentially the pretty picture that gives the model the purty appearance to fool players.

Next to give it life you have what is known as a "normal map" that blue square you see in the column with the diffuse. This is the illusion you see, where the magic happens: a normal map is completely flat, but it appears to have depth. A normal map is used to fake detail and high poly modeling where there is none. Its a secret trick used by 100 percent of the industry to fake detail and save millions of polys, so the polys can go towards the more important stuff (Hero Object, character models, vehicles)

The reason why I bring up tri count though is because in the game industry its not "Poly count", its "tri count" because the game engine triangulates everything when you import it from the 3D program of choice into the game engine. So if you here anyone talking about what a badass game modeler they are and they sat "Poly count" that can only mean 2 things:

1.) They are a n00b
2.) They are lying and realy dont have any fucking clue what they are talking about.

But, that is the magic of game modeling, You know know the game industry's dirty little secret.
cdogone
CDogOne ~cdogone
11 years ago
YAAY, SECRETS!

I think I understand what unwrapping is, but a little more detail would be appreciated.
As for the Hero object, is that the stuff the player’s character is using, holding, or interacting with?

If I understood correctly, for the crate, you’re basically making a physical wireframe box and slapping on a picture?

This is so much interesting information!
Thank you for explaining this to me!
cpt-haze
Hazmund ~cpt-haze
OP
Digital Artist 11 years ago
"If I understood correctly, for the crate, you’re basically making a physical wireframe box and slapping on a picture?"

pretty much, only its a bit more complex than that though and it ties in with unwrapping...

Unwrapping is the most tedious part of any game modeler's life, whether it be for characters, weapons, vehicles: nobody I've ever talked to likes unwrapping anything. I even have a program that does most of the work for me (Roadkill). Unwrapping simply put is flattening your object's "skin" so it can be brought into Photoshop and edited. An example of an unwrapped character for example looks like this:

http://2.bp.blogspot.com/-uL3lCQxtA.....s1600/uv12.jpg

Very few programs allow painting of the model itself, so you have to rely on things like Photoshop to create texture on the unwrapped page, We call the place where you put the "skin" of the object the UV space and the "skin" is called "UV" essentially your goal is to bring the UV page into Photoshop, color the UVs, and slap it on the 3D model. Think of unwrapping as the idea of peeling the skin off an orange, painting the orange skin, then slapping it back on the orange when you're done.

The "Hero Object" on the other hand can be one or multiple characters/buildings/or weapons that the game designers want to be the focus of the level/game. This will be the item, character, weapon, ect that the player is drawn to the most. My crate for example even in a next gen game wouldn't be a hero object. To even give something as trivial as a crate 100 Tri's would be generous unless it is absolutely essential to the plot. The extra Tri's would be saved for important characters, weapons, vehicles, ect. The Hero Object is essentially the plot device that gets the most detail.

"This is so much interesting information!
Thank you for explaining this to me!"

No Problem
cdogone
CDogOne ~cdogone
11 years ago
I figured unwrapping was something like that, but I had no clue it was to that degree.

For the hero object, thank you for explaining that to me, I would not have imagined that much.

As interesting as this is, I’m going to stay a grease monkey. I mean no offense by this, it’s just that I understand machines more.
And thank you for explaining in such great detail! It’s a nice change from having people tell me the title and a one sentence explanation, I greatly appreciate it!

Also, good luck on your art skills!
cpt-haze
Hazmund ~cpt-haze
OP
Digital Artist 11 years ago
thank you
cdogone
CDogOne ~cdogone
11 years ago
Ya, it was your "Dropping out of college to go to a different college" journal were we talked about this.
Advertise | Get FA+ | Site Status | Merch Store | Memorial | Terms of Service | Privacy | Code of Conduct | Upload Policy
84345 Users online — 3305 guests, 11038 registered and 70002 other
Limit bot activity to periods with less than 10k registered users online.

© 2005-2026 Frost Dragon Art LLC
Server Time: Apr 12, 2026 06:19 AM