Spot the Fake! Walkthrough

I recently posted a 3D Model on 3DVIA that asked you to spot the fake crate from the “real” crate. I am going to go through the process of how I made it in this blog.
Modeling the full detail Crate
This was fun to make! A nice simple crate that everyone can make at home. I started with a cube in Maya. Made a few cuts around the sides and pushed the faces in. I then did a similar step to the top and bottom by selecting the face, extruding, shrinking it a little and pushing it in.

Next I made a long cube . Make it just the same length as the pushed in sides. I then used the bevel tool to smooth the corners of the this cube along with the corners of the crate. I then duplicated the long cube and scaled it so that it became thinner, and used it as the wood paneling on the sides, top and bottom. Crate Complete.
Texturing
This is where all the work happens. In order to make the simple box look like the real box, I used an occlusion and a normal map. I’ve spoken about occlusion before. Its a process by which you create realistic shading based on distance to other object, giving everything a real weight.
A Normal map, is a process that records the surface normals of an object as a texture, so when light passes over a bumpy object, it changes accordingly. Now because this object is the same on each of its sides we can either render the occlusion and normal maps to a texture (this process is called “baking”) or we can do an occlusion and normal render of one side of the crate and repeat the texture on each side by stacking the uv shells. I chose to stack my uv shells for this demo.

Layer the occlusion with the wood texture in Photoshop and then apply to both the simple crate and the real crate. They should look pretty much the same now except for one thing. You can still tell the box is flat compared to the real crate. This is where the normal map makes its magic. After I apply it to the box, the light will react to the flat surface as if it had all the groves and bumps of the real crate, making them really difficult to distinguish.
These techniques are the foundations of great game modeling, able to keep the quality of a high polygon model with the speed of the low polygon version. Go ahead, try to Spot the Fake!
http://www.3dvia.com/jdelrio/media/9159758799ABBD8F
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Another example of a crate. Just boxes and a couple of textures. Hope this can help as well.
http://www.3dvia.com/mvcomputers/media/80AA64B6889AACBE