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Brandon's Practice Thread!

polycounter lvl 11
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Brandon Kern polycounter lvl 11
Hey PC, so I'm creating this thread so can I dump my studies whether it's 2D, 3D, texturing or whatever. I need crits!


MARCH 15, 2013 - PROJECT 02: FUTURISTIC GUN SKETCH [2D]
OBJECTIVES:
-Practice line weight
-Practice perspective
-Practice sketching complex round surfaces.

TO-DO LIST:
-Block in values
-Clean up lines
-Paint it?

2ixPn


MARCH 13, 2013 - PROJECT 01: SCI-FI WALL PANEL [3D]/[TEXTURING]

OBJECTIVES:
-Practice material communication
-Practice some basic SUB-D modeling
-Establish a consistent workflow
-Learn to vertex paint

TO-DO LIST:
-Paint out those seams damn it!
-Vertex paint for some variation of panels
-Put it in an engine (UDK OR CRYENGINE3)
[DONE]-Tinker with Diffuse and Spec to better communicate materials
[DONE]-Fix noisiness of texture on panel with red latches

PROGRESS UPDATES:
MARCH 15, 2013 - Fixed spec and diffuse! Nearing completion...

Video:
[ame="http://www.youtube.com/watch?v=iRb5_YfT7Bo"]Wall Panel Version 2 [WIP] 14/03/2013 - YouTube[/ame]

Marmoset Renders:
xFFIVBuh.jpg
YdXNWETh.jpg
HO2RRGbh.jpg
hXjahzjh.jpg

Textures:
3wUInFY.jpg

Lowpoly:
2hvou

HighPoly:
2hvqx


[OLD]-MARCH 14, 2013 - This thing is like 60% done.
Marmoset Render:
http://puu.sh/2hvua

Textures:
http://i.imgur.com/FLfoJyw.jpg

High Poly:
http://puu.sh/2hvqx

Lowpoly:
http://puu.sh/2hvou

Replies

  • DWalker
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    Most of your polygons seem to be in the two inset areas, and it really looks like most, if not all, of that detail could have been handled in the textures. 750 triangles seems very pricey for a generic wall section - indeed, the difference between the high poly and the low poly model appears to be ~50 polygons!
  • Brandon Kern
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    Brandon Kern polycounter lvl 11
    DWalker wrote: »
    Most of your polygons seem to be in the two inset areas, and it really looks like most, if not all, of that detail could have been handled in the textures. 750 triangles seems very pricey for a generic wall section - indeed, the difference between the high poly and the low poly model appears to be ~50 polygons!

    Hey man, thanks for the reply! I agree it's way too dense around the area with the latches but in all honesty I really didn't want to flatten it into a texture.

    I will take your advice however, by optimizing the model itself and making lods for it when I put it into a game engine. I want to play around with UDKs slate editor because I feel like using marmoset is almost like cheating :P

    By the way, updated the materials!
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