Hi im new to 3d modelling, im staring with some smaller objects to start and well i need some opinions from you guys to help me progress. Currently modelling is not my main priority (im 16) i just started my A levels and its hard for me to concentrate between all the subjects and modelling. But i am willing to learn so if there are any comments keep them coming
Here are a few screenshots of a can i've been working on
Hey man, this is off to a good start. Modeling looks clean but for a typical game you would not need to model the tab. One thing I would work in is the spec map. If you look at a can you will notice lines going around it from the metal.
Nobody here is offended - it's just a rather stupid design. You'll want to create a can design that's somewhat interesting and has a plausible brand.
This one won't fit in a regular game because of the silly name, and it won't work in an over the top game (for instance "Dudebro My Shit Is Fucked Up So I Got to Shoot/Slice You II: It's Straight-Up Dawg Time") because the design is far too boring. You'd need something more normal, or something far more extreme.
So, this:
Also, I think you're using a rather large budget for a simple energy can. Generally nowadays they use a simple 10 sided cylinder or something, for the next generation we'll probably be adding tapered tops and bottoms, but not completely modeled tabs. Night now cans are about 40~50 triangles apiece on a high-end game, in the future they'll be something like 150~200 - but yours is at about 500~600.
On the other hand, if this were a first-person item you'd be much too sparing with polygons and as a result the silhouette is choppy. And also for a first-person object it's just... boring.
This is a high poly version, i will be making a low poly as well. as for the texture I used a wrapper from, a actual drink, fort now all i changed is the name and some logos.
Tight know I'm making it uber large so later on I can scale it down later on, The bigger texture will be used for the High poly and the smaller (probably 128 x 128 ) for the game itself. The high poly would be for a cinematic kind of thing so the poly budget is fairly big for a can.
I've changed texture completely and stayed with the more realistic one like you recomended.
I'm happy with how the can looks at the moment so I started working on some posters.
So far I made 2 diffuses one normal, they will be interchangeable so different combinations could be used.
Nearly forgot, here are the original pictures i used for diffuse maps.
I don't really see why a pop can should need a normal map. What did you make it in? personally I think it would probably look just fine with a nice spec map.
Your partially right somedoggy, I've converted it but then painted over with the flat color the areas that were supposed to be flat. BobtheGreatll, thats a good thought i might remake it with a better specular.
Replies
Keep going man!
no.
This one won't fit in a regular game because of the silly name, and it won't work in an over the top game (for instance "Dudebro My Shit Is Fucked Up So I Got to Shoot/Slice You II: It's Straight-Up Dawg Time") because the design is far too boring. You'd need something more normal, or something far more extreme.
So, this:
or this:
[ame="http://www.youtube.com/watch?v=qRuNxHqwazs"]Powerthirst - YouTube[/ame]
Also, I think you're using a rather large budget for a simple energy can. Generally nowadays they use a simple 10 sided cylinder or something, for the next generation we'll probably be adding tapered tops and bottoms, but not completely modeled tabs. Night now cans are about 40~50 triangles apiece on a high-end game, in the future they'll be something like 150~200 - but yours is at about 500~600.
On the other hand, if this were a first-person item you'd be much too sparing with polygons and as a result the silhouette is choppy. And also for a first-person object it's just... boring.
I'm happy with how the can looks at the moment so I started working on some posters.
So far I made 2 diffuses one normal, they will be interchangeable so different combinations could be used.
Nearly forgot, here are the original pictures i used for diffuse maps.
please tell me i'm mistaken
This is a decal i had made, layered over a asphalt texture.
Another decal tested how it looks in marmoset.
And here are some more models
First one is a model of a mag nothing overly complicated, just a simple model.
This model is slightly, (I mean really) more complicated then the previous one. Its a DVD case with a cover that should be semi high poly.