Hello Polycount,
After being a long time lurker I decided to join up and finally post something. First some history of myself. Last year I started a game-designer course because my dream was to break into the games industry(Yeah, another one of "those guys"). In the first year the course introduced us to every aspect of the game-making process. I didn't complete my year but the 3D modelling aspect kept returning in my life and I decided to do it for a hobby. Since I don't have much time to work on my models (I follow school somewhere else now), I work slowly and I also don't have that much experience. So I thought, maybe you guys can help me out.
That's it for the history thingy. Now what I came here for.
Somewhere around New Year I got the crazy idea to do the Splash Damage art test. It seemed reasonable to do, even for my skill level. That the end product wouldn't be AAA I already knew but I wanted to improve my skills.
Anyway this is what I got at the moment and I would appreciate some feedback ranging from geometry to sticking to the concept.
art test concept:
my model so far(no smoothing groups btw):
I hope you guys can help me and thanks in regard.
Replies
Couple of questions pop into my mind:
-Do you have any sort of moodboard/reference of what style you are shooting for, since the concept is open in that regard.
-Have you thought about modularity, and texture usage (tileable textures), it kinda seems to me you just jumped in, did the low without thinking on the steps that come behind this
-Is this going to be just like LP/diffuse only or are you doing a HP for some of the parts, and/or ndo?
On the model itself, it does seem like there are quite some issues with scale/proportions. (mostly the top half)
And also the geo is a bit weird in some places, for exameple those tubes seem to have a ton of sides, even more then the biggest round shape on the building.
1) I don't have a moodboard or reference because I want to model the object first before I even start thinking about how to texture it.
2)Modularity: Since it ain't going to be exported to a game-engine I don't think that this is necessary. If I can't get the basics of how to model an object right, then it's no use I start breaking my head over which pieces could be modular. It probably could be done though.
Texture usage: See number 1.
3)This going to be LP but next to the diffuse map I am also going to create a specular map.
Let's get more straight at it. This object is purely for training. I don't care if it takes me 3 months to complete. It's purely an object were I can train the basics of modelling and texturing an object. The skills I learn here will help me when I am making other objects(they either be High or Low Poly).
Specifically the height and thickness of some of the forms and objects.
I Just have to adress 2 of those things you said. Firstly I think a moodboard is very important because without it you will only stick to the refrence given and creativity and thinking outside the box is very important. Secondly on the issue of modularity, you have to understand that you would definitely need texture modularity. For example say the main wall is made out of brick you would just want 1 small 1024 tile-able brick texture instead of having to waste space by having a unique brick texture for the whole thing. If you dont use texture modularity you will either have to have a huge texture sheet or have to deal with a crappy blurry textures.
therefore you must do what people in the game industry do.
a moodboard
a game engine
and modularity in textures.
goodluck!
Trust me, it'll be worth it.