So my name is Reece,
I have just started a Games Design course at Leeds Met uni, and we have just started the first 3D modelling assignment.
Its a Low Poly assignment, we have to model a car within a 1000 triangle limit.
This isn't my first time modelling, I have had a years previous experience but in no way am I claiming to be a great modeller. I did it more as a hobby, but looking to make that transition into professional.
It would be fantastic if I could get some crit's about my work so far, good or bad I can take it!
Please rip it apart
Front view:
Back View:
Beneath View:
I apologise if some of the images don't work first time, not sure what the best way to post images on here is
Thanks for reading
Reece.
Replies
http://desmond.imageshack.us/Himg39/scaled.php?server=39&filename=mustang03.png&res=landing
Here are the links to the imageshack until I can figure out how to just slap the image in the post:
(Sorry for being a complete forum noob)
And I forgot to mention last post that its sitting at about 935 triangles out of 1000 !
I'm also at Leeds Met - on the same course but I'm a final year student - I again did games design before I went to uni after my A levels as a BTEC to further my skills as I didn't have a clue what I wanted to study further.
- As no one else has posted I'll give you some sound advice on your model, I'll try not to be too critical but honest at the same time. - As I'm just giving the same advice I got when I've spoken to a few "pros" on here!
- You have many years to gain before you make that transition between hobbyist and professional I'm not saying that to be a jerk its merely that you have to practice and become excellent with - various softwares; zbrush, mudbox, maya, max, and various game engines - from UDK to Unity :P as that's all you'll be using at Uni and its not very widely used in industry. Not only that but then become "speedy" with them.
In general I would say you have the silhouette - almost nailed; it looks like a low poly mustang
Your topology is "Ok" - you have some very clean parts to the model, then in some areas where you've used triangles (which is fine) that just becomes messy. - Your should attempt to evenly space your quads where-ever possible.
You have some edges in there, that aren't actually needed; they don't add anything to the model nor in removing them would result in five sided faces.
Your wheels even on a low poly model could be more of the required shape!
Again,
Nicely done - some small improvements and it'll be done
Thanks for all the advice, and I have tried to implement everything you mentioned into my model, hopefully its looking a little better now. I have attempted to take out unnecessary lines and edge loops that were not effecting the overall silhouette.
I have also bunked up the polycount on the wheels to make them rounder.
Im still a bit unsure about the triangle placement and the overall topology of the model, but I suppose im going to have to keep those in there if I want to stay below my budget.
Anyway's here are the updates:
The polycount is currently sitting at 974 triangles, so I have some give.
Thanks again for the reply.
Reece