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EMP Grenade

-FP
null
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-FP null
Hi everyone,

This is my first presentation here, I made this asset to record some tutorials, going from high poly modeling to texturing in dDo. It's based on a concept by torvenius.

Honestly I called it done after finishing recording, but I realized I could use some feedback to put it on my site :D

TYyDkQ2.jpg

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fyX7lC8.jpg

JQCAV7v.jpg

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Replies

  • J0NNYquid
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    J0NNYquid polycounter lvl 5
    Looks pretty cool, if you're looking to match the concept a bit closer I'd up the wear overall. I'd also probably tweak the colors of your emissive and bump up the power of it a bit as well. It's a nice little piece though.
  • s6
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    s6 polycounter lvl 10
    Looking pretty good so far. My only two pieces of advice would be A. Break up the diffuse/spec with more oil/dusk/damage spots. Its very uniform right now and kinda boring. I think it would also be cool to see those little square portions the same material as the top ring that has a bit more of a gold spec to it. Just to break up the body of the object.

    and B. Watch out using Ddo. The idea of automatically generated textures is quite appealing, But there is no substitute for traditional texturing. It was immediately obvious that you were using Ddo because of the "cross hatch" type marks. (keep in mind, i looked at the images before i read the OP :) ). While the only thing that matters is your end result, Other artists or potential employers will read that as: Less competent in texture creation.

    Also, +1 to pumping up glow :D
  • Jet_Pilot
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    Jet_Pilot polycounter lvl 10
    I'd like to see more contrast in the gloss map too
  • leleuxart
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    leleuxart polycounter lvl 12
    This is really nice. I agree with everything else that's been said, but to add on with the wear, I'd sharpen the scratches(especially the parts along the ridges of the main center shape, if that makes sense). Maybe even brighten the spec/gloss for the scratched parts too
  • IsparticusI
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    IsparticusI polycounter lvl 8
    yup, lookin good so far, like the overall design. but like everyone has said so far, i would go a little more heavy on the seperate between dif and spec. And agreed with the overall dirtyness of the piece. Make that sucker look like its been through a war.
  • Shrike
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    Shrike interpolator
    Good mesh, but the close up shots are really unfitting. Its a small grenade, no ferrari enzo as artwork or a movie mesh. Why put your obviously baked detail in peoples face, it basically yells "Im fake geometry, I also im not even close to round!"

    Maybe use displacement in photoshop for your text, Its so super straight and perfect. Also i looks like the text is made for that kind of close up presentation, not for actual reallife usage. Its really tiny, and you have choosen the possible worst spot to actually put the text on. Theres plenty of free space, why would a human do it on 0.5 cm free space under a indent
  • s6
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    s6 polycounter lvl 10
    Shrike wrote: »
    Good mesh, but the close up shots are really unfitting.

    I was going to mention this as well. I'd rather see 5 instances side by side rotated around in the same render on a smaller image, and get an idea of how it would look at in game screen resolution.
  • -FP
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    -FP null
    Thanks everyone.

    I've made some changes based on your feedback. I'm still working on the spec. Broke the text a bit, left it in the same position just to match the concept.

    HBcVco7.jpg
  • ripper351
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    ripper351 polycounter lvl 5
    this is a very beginner question, but in the last photo how did you retain the detail in the model with having very low ploys. like the square detail in the sides.
  • -FP
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    -FP null
    ripper351 wrote: »
    this is a very beginner question, but in the last photo how did you retain the detail in the model with having very low ploys. like the square detail in the sides.

    I'm not sure what you mean exactly, the details from the normal map or what is it?
  • timotronprime
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    timotronprime polycounter lvl 11
    I like what you did with the fingerprints but the scratches look too uniform/artificial.
  • Add3r
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    Add3r polycounter lvl 11
    I like what you did with the fingerprints but the scratches look too uniform/artificial.


    This. Also, when adding wear, you have to take into account of the actual scale of the object. Right now you have a bunch of uniform scratches based on the fact that this object would be like 20 feet tall. If you were to put this in someone's hand, those scratches would look like someone just gave it a light pass with super fine sandpaper.

    I say bump up the scale of your wear, the concept portrays a good set of wear very well. If the concept does it well, no need to stray away from it. Just my opinion. Good job on the normals and the overall shapes. It is definitely getting there. The current improvements you have already added have really bumped it up another notch in quality.
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