Hey everyone!
I've been browsing this forum for a while and finally decided to post some of my work. In the past I've been posting my stuff on Tumblr and Deviant Art but haven't received any criticism so I'm looking to get any comments or critiques you have for me.
My resolution for this year is to do one model a day so I figure for my first post I'll show what I have so far.
Day 001 - Table
Day 002 - Modular Tunnel
Day 003 - Traffic Light
Day 004 - Battering Ram
Day 005 - Grenade
Day 006 - PS3 Slim
Day 007 - Pepper
Day 008 - Chespin from Pokemon X/Y
Day 009 - Chicken Leg
Day 010 - Tug Boat
Day 011 - Alien Stiletto from the X-Files
Day 012 - Blade of Alacrity from Dota 2
Day 013 - Staff of Wizardry from Dota 2
Again feel free to comment on my work, I would really appreciate it.
Enjoy!
Replies
The thing that jumps out at me most about these is your polygon density in areas that won't affect the silhouette of the object seems a little much and a general waste of polygons in other areas.
Lets take the stoplight for instance. Outside ring of the light is very obviously lower poly and non-circular so it looks very geometric. You've also got the edges going in all directions from those points, when they could easily be merged into the corner.
For the battering ram, same thing. The wheels are very obviously faceted, and could have twice the amount of polygons. You also have edge loops going along the triangle piece that are wasteful and can be merged out.
Same with the Tug boat. You've got reeeally dense circular portholes with more concentric circles than necessary, but but barely any polys for the boat itself.
If you haven't done so already, acquant yourself with the polycount wiki. There's loads of super awesome informative stuffs in there that have helped me out.
http://wiki.polycount.com/
Today I got really busy and didn't get home until 11pm but felt that I needed to get something out before midnight so I don't think this is as good as it could have been. Before I finish this set or Dota 2 fanart I'm going to retopologize, lay out UVs, texture and maybe try out sculpting details using Mudbox.
@darbeenbo Thanks a lot for the feedback. I never really noticed it was a problem until now. It is really apparent in the tug boat -_- I'm not sure if I'm right but for the pokemon model the feet should probably be less dense and that would allocate more polys for the head. Again thanks! I'll check out the wiki asap.
Lately I've been working on a little environment to throw into unity to practice the program and showcase the harp model I made last week. Here is a compilation of WIP images I took for the stand that the Harp hovers on.
http://www.craig3dixon.com/
Here are some comparison shots of the new and the old:
NEW
OLD
Imgur Album of Comparison Images