Hi all,
I've been working on a small asset, simply a garbage bin, and would like some feedback please. Don't hold back on the feedback please. I want to hear it all, as that's the only way I'll improve.
flat and boring, there is no wear and tear, the normals serve 0 purpose, the texture is just a colour blur, there is nothing to crit here, its a green box with a useless normal map.
your starting point (as this model is basicly just started) should now be references to real pictures, where are the labels? where is the most wear and tear? where is the grime / how does the colour flow? etc. etc. etc.
Well, i hope this is just the beginning of the model.
i should say you need more ref on your model.
learn more about baking for normal map, i'm not sure your normal is baked from high poly,although you still get it by some add ons in photoshop.
Also, you should learn about texturing to create good model.
That's two brutal critiques. These guys are correct, but I've found that the best tutorial to blow your mind with info is Millenia's weapon creation tutorial. His skill set is obviously much more advanced than yours, gardner, but this is a wonderful tutorial to teach you the workflow of creating of game-ready asset that you can be proud of.
Also don't forget what you're rendering it in. If it's for a games engine, get it into one and render it there. Maya/Max/Blender aren't far off how UDK or CE3 look if you set them up carefully but it will look different in a realtime environment.
Thanks for the feedback and links to various reference images and tutorials. I went back, re-did the whole model and all the textures. Here are the results of the updated version. This is simply rendered in 3DS Max, and will eventually render it in UDK once I'm completely satisfied with the asset, and ready to show it off.
Can you offer me additional feedback on the new asset. I personally think it's 100x better than my first attempt. In the future I might add some trash bags, various garbage and create a mini environment to put it in, and showcase it off.
Replies
your starting point (as this model is basicly just started) should now be references to real pictures, where are the labels? where is the most wear and tear? where is the grime / how does the colour flow? etc. etc. etc.
i should say you need more ref on your model.
learn more about baking for normal map, i'm not sure your normal is baked from high poly,although you still get it by some add ons in photoshop.
Also, you should learn about texturing to create good model.
Good luck
http://www.philiphowlett.com/dumpster/dumpster.jpg
http://www.raykit.co.uk/gallery/images/raykitshum_game_dumpster.jpg
Can you offer me additional feedback on the new asset. I personally think it's 100x better than my first attempt. In the future I might add some trash bags, various garbage and create a mini environment to put it in, and showcase it off.
Thanks.