Hi everyone! Here's a small personal project where I was experimenting with some different / new techniques.
The critical commentary in this community is second to none, so dig in and let me know what you think! Anything you think. I'm here to learn, so don't be afraid to get harsh if you need to, I'll understand
I ended up getting the polys a bit high, but I think I know how to reduce and optimize them if ever necessary. Here's a link to the 3D model on Sketchfab if you'd like to fly around.
Modeled in 3ds Max, baked and textured in Substance Painter, and rendered with Sketchfab.
Replies
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Take this for instance:
This is just all sorts of strange and has no real consideration for making the best use of the total polygon count.
@aanselmo Those corners/edges are bothering me as well, and I wasn't able to understand why. Possibly the lo-poly doesn't have enough geo in this area, or maybe the lo-poly model doesn't match the hi-poly mesh closely enough? I baked it out in Substance Painter. UVs were unwrapped in 3ds Max, not the best usage of available space in here, but I'm a bit unclear on if its more important to keep the texile density consistent, or to fill up the UV space.
UVW Render from 3ds Max
Here's how I split the UV shells/islands around the release button. It may have worked better to just flatten it all out rather than split everything on the edges.
I also have very few smoothing groups in here, not sure if that's an appropriate approach or not.
As to the last sentence, I'm not sure what the polys should look like in that screenshot (other than no microchamfers). Is there any way I could convince you to do a quick paintover with where you would expect to see edges? It would help me immensely, and also I would love you forever, so there's that...
For example, an incredibly rough hero asset with tons of 90 degree angles could have much more aggressive smoothing than a shiny metallic hero asset.
Or if you have smallish stairstepping 90 degree angles, so repeated over and over, it will probably look just fine to leave it all as one smoothing group.
So taking into account the surface quality and the relationship between angles in the model you can get away with more. This of course also can be affected by mipmapping, LODs, and compression which will make you have to be more conservative
@aclund3, one thing I would do is more closely match the curve above the screws with the scews themselves. You add ~3 more edges to the screw for a 50% increase in area. In addition, the details there don't really read with any depth from the distance you've presented the model. I would make the entire area flat and either remove the screws, or integrate them into the surface with no screw hole.
To be very aggressive:
This could be the geometry for that area and in context nobody would ever know the difference.
I heavily reallocated poly density, taking from smaller details (and killing most microchamfers) and adding to the larger components where poly stepping was super visible. I attempted to entirely remove the slots and screws from the lo-poly but ended up with baking issues that I don't quite know how to solve yet, so I settled on just reducing geo for those small components.
Also, I reworked the UVs to be a bit smarter, rebaked, and re-hand painted masks for materials in substance painter. Aaaaand, I fixed the weirdness around the release button up top. Apparently I never checked that area to make sure the lo-poly matched the hi-poly as closely as possible. One of those things where you think you obviously already did that and so you don't check it... sigh.
So, yeah. Please let me know if there's any other glaring problems you see, but I think I'm pretty much done with this guy.
I didn't really intend for this project be much of anything, but I've continued learning new things and am glad I spent the time At some point I may revist and get a really good render in Marmoset or something else that's super awesome!