http://www.turbosquid.com/3d-model/wooden-chest/ more images at (Turbosquid, 2016)
(Cruse, 2015)
I started by making a simple box with 3 length, 1 width and 3 height segments attached to it. From there I scaled out two of the edges from the centre point of the pivot and removed the top polygons to make the chest base where the lid will sit on top.

From there I created a new 12-sided cylinder and removed the top/bottom polygons and half of the sides, in order to to create a lid shape. From there I centred the position of both objects to 0, 0, 0, lifted the lid up to the top and attached the objects together create the basic shape. From there I simply shift-scaled out the lid's edges, and welded the duplicate vertices together.

From here I filled the gaps in the sides using the bridge and loop tools, as in its current state not all polygons are tris or quads, which will make texturing a nightmare later on if it's not fixed. From here I extruded out various segments along the edges of my chest, since I'm aiming for a stylised look with this model the variety of planks which are jetting out of the side will help add a bit of randomisation. Afterwards I scaled in the centre of the chest to create an outside plank which wraps around the chest, and used the bevel tool to extrude out the shape (using different values for both the top and lower half of the shape). From here I duplicated this band and moved both copies to the left and right of the shape, create two metal plates which holds the chest model in place. (This band also has no polygons facing inwards, which help optimise the chest by saving some polygons, which will help in the long-run if there are a lot of duplicate chest models in a finished game engine.)

Next I created an 8-sided cylinder to act as the metal bolt for the chest (which also has the hidden face removed to save an extra polygon). And duplicated it various times to be placed on each segment on both straps. From here I started making the chest's lock, where I scaled in two panels on the front and moved down the top edge to about one and a half panels high to create the basic shape. From there I extruded this shape out using group normals too keep the lock's shape, and used swift loops to round-out the shape of the lock. From there I insetted the front face of the lock to create the keyhole, and scaled-in the bottom segment to create a keyhole shape. Lastly I extruded this key shape inwards to create the hole a real key would slot into.

From here I attached all of the components together and used an FDD 3 x 3 x 3 modifier to reshape and resize the treasure chest (if they weren't all attached together me stretching the model would leave other components untouched and floating out of place), to make it look a lot more stylised so it's ready to be unwrapped! Because this chest is quite complicated, I started by projecting a planer map for the whole thing and split up the pieces into segments with the break tool. From there, I used various unwrapping techniques such as quick peel, pack custom tool and typical shade modification tools (move, rotate and rescale) to create a UV map which shows every side of the chest ready to texture. Even though the chest looks quite detailed, it still only has just over 500 polys in the model

I created both a wood grain (by heavily editing a texture sourced from the internet to be more cartoony, colourful and more stylised) and a light and dark metallic texture for my chest in Photoshop (using an assortment of stripes, with the metal texture being rotated duplicates of the wood texture with is darkened and desaturated). Past then I used the slate material editor to apply these three textures to the appropriate parts of the model. This model also uses a PBR rendering system with different levels of specular and glossiness for the wood/ metal, as well as using diffuse, complete and shadow texture maps (to get in extra detail like more darkness in the keyhole). I even added a few lights into the 3ds Max scene at different angles to really show-off the different viewing angles and how it could look in a real game engine (such as in a dark cave).
From here I used the render to texture dialogue box to render out 4 separate high-quality texture maps (albedo, shaded, shadow and shaded, along with the base UVW) directly from 3ds Max, which I could then import into Photoshop to merge the detail together for the chest's diffuse map, as well as specular (to show metallic materials) and bump maps. This is a form of PBR as all of these specific details add up in the main diffuse map to give the model a much more realistic touch (with things like shadows and areas of lightness). Afterwards I textured on the individual planks, by creating a duplicate of the main texture file in Photoshop but using plank segments from the UVW as I continued baking in the ambient occlusion detail in the textures. From there I used an inner glow from the blending option to create a distinct outline for each board. As a final touch I created a separate normal and specular map which is of a much lighter blue/brown than the main texture, to use as a bump and specular map allowing for an extra level of detail and shine in the metal. I made two separate scenes for this chest, one with the model on its own and another with a lighting effect to show-off the specular mapping in greater detail.


As a final form of PBR, alongside the albedo, normal, roughness and metallic maps applied to the model, I added ambient occlusion in the render settings too in order to bring out the last few bits of detail to the chest. First for ambient occlusion I dropped a skylight into the scene and set a light tracer into the render setup section, tweaking the light tracer value to suit the model's stylised look. I ticked the ambient occlusion setting in the renderer dialogue box to give the model's edges a dark and shaded look, and also used the quicksilver hardware renderer to render out the images, as it is one of the fastest in loading times and also remains true to the original model's textures (without making the chest look like it's glowing). Here's the chest's finalised design as a fully rendered model in 3ds Max (not the shadows underneath the front hinge from the skylight):
For feedback I asked some of my friends for their opinions on the chest via Skype, these are the results:
Marshall Humberstone: "That looks pretty nice actually. You have a very distinct style in all art that you do. I will say though, it looks like you may need a higher specular on the metal as it doesn't appear any more reflective from the wood
But that's only going off of what I read briefly on pbr, where metals are meant to reflect how they react in real life and I couldn't offer you any advice on how to actually do it unfortunately D:"
Aidan Jenner: "Pretty good! ^-^ Omg that looks awesome lol. I love the highlights of the chest and the wonky stylised look it has...."
Jason Wood: "I like its cartoony look with the janky, wooden edges. Makes it looks very stylised. I also like the metal textures. And as constructive feedback, maybe have some depth between the planks to stop them from looking quite flat."
To conclude at the end of this model's development, this chest is one of my favourite models I've produced so far and I really love the surreal visual style it has. The PBR and fine detail in the model's textures all come together to create a low-poly, comprehensive game ready asset. And the fact that this model is also around 500 polys really shows self-improvement, and how I've improved my skills over this period of time.
Here's a link to the uploaded version of the chest on Sketchfab, which is the best way to view it and the PBR looks fantastic online compared to being in 3ds Max, you can really see the finer texture detail in the chest. It really looks glossy and wet from sitting in a damp, moist cave for years, which is the perfect look I was going for which really exhibits the extra detail in the rendering with such a large amount of texture maps (shown below). https://sketchfab.com/models/5b7635e981dd4a079330c2dff8ca18c5



























