I've been lurking around polycount for a some time now and while I am still a student I figure it'd be a good idea to post some of my work to get feedback and critiques to up my game before graduation.
One of my current WIP's is a game environment based on Disney's
TRON franchise.
So here we go:
Flynn's Arcade:
The current breakdown:
Grid scale: 256 units (for UDK)
Total number of pieces making up the arcade: 45
Number of pieces that have duplicates: 20
Arcade Polycount: 3,335
Tri Count: 6, 477
Time Taken: 8 hours
Program used: 3ds Max 2013
Props I've been working on for the level:
Flynn's Lightcycle base model:
The Breakdown:
Polycount: 712
Tri count: 1,428
Time Taken: 2 hours
Program used: 3ds Max 2013
Recognizer base model:
The Breakdown:
Polycount: 1,352
Tri Count: 2,700
Time Taken: 5 hours
Program used: 3ds Max 2013
Please note that none of these models have any textures on them. Critiques are much appriecated.
Replies
One thing that immediately stands out are the front wheel arch and the back wheel on the bike, I think you can afford to throw a few more polygons towards those. I would say the bike is really the hero piece of the scene since the vehicles are one thing Tron is known for, it will probably be one of the first things to draw a viewers eye. I would expect more polygons in the bike than in the recognizer asset for example due to its sleek shape and look.
Looking forward to seeing this progress, will you use any glow in the scene? I'm a sucker for Tron style glow!
I would love to see this scene done justice. Keep going and show some wires
Hopefully this helps with the critiques. And thanks again for the feedback. When I get a spare moment I'll implement the changes advised.
Current model Polycount: 1,184
And of course the wireframe:
Changes made:
--Added more verts to the arches to smooth them some more
--Changed around some of the pieces to smooth out the building (especially around the curved front near the Flynn's sign)
--Adjusted some preportions to make them for accurate
--Added the molding blocks to the crown of the building
--Completely remade the arch windows above the Flynn sign
The Current Polycount is: 8,143
PS-any tips on making the molding blocks on the crown not have so many polys but retain the shape?
The Breakdown:
Total Polycount: 1,822
Total Tri-count: 3,740
Time taken (total): 22 hours
Maps: Diffuse, Specular Level, Normal
Programs used: 3DS Max 2013, Paintshop Pro X4, Zbrush 4R4
The Breakdown:
Current polycount (total):7,984
Number of pieces (total): 47
Number of modular pieces: 26
Time Taken (unwrapping/texturing): 7 hours
Texture maps: Diffuse Color, Specular Level, Normal, Reflection (10% raytrace)
Programs used: 3Ds Max 2013, Zbrush 4R4, Paint Shop Pro X4
Renderer: Mental Ray
With the bike, I can see two sections which end in a point where they actually end in a curve on the actual bike. I'm guessing these end in a point due to polygon restrictions but if not that's something you could look at.
The specular map seems very strong on the brick texture, I think the reflection on the brick in the concept is coming from the strong lighting around and on top of the building. I can see some tiling issues on the brick texture too, mainly where the middle section meets the two side pieces (just next to the windows)
Great start, it would be helpful to see some of your textures too if possible for further crits. Looking forward to seeing more!
I'll tone down the brick spec and possibly the raytrace relectivity too. And yes, I agree my tiling job does need some more love.
I had a go at doing the real world version last year, you can check it out if you want.
http://www.polycount.com/forum/showthread.php?t=101316
Main thing I learnt was not to be too restrictive on poly's and texture quality!