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Campingaz Stove (dDo practice)

Hi guys, just going to post this here for some crits if you guys have any. I've played with the free trial of dDo for a while now, and was pretty much lost without it when that expired, sooo I quickly bought it and made this.

Anyway crits more than welcome. :D

Shot4-2_zps8a0a6e3e.jpg

Shot3-2_zpsbecff61c.jpg

Shot1-2_zps736a86d5.jpg

Shot2-2_zps6aef0326.jpg

Replies

  • KartoonHead
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    KartoonHead polycounter lvl 4
    BreaKs wrote: »
    I've played with the free trial of dDo for a while now, and was pretty much lost without it

    I don't really know how I feel about this

    Here's some critique of the mesh; you've given a huge amount of geometry to the little knob thing you turn the gas on with when compared with the rest of the model. Pretty sure you have more sides on that cylinder than on the gas... cylinder. The prongs for sitting your pan on also have a really low-resolution bend going on, which is super-obvious to the point of damaging the silhouette in close-up shots. Smaller cylinders need fewer sides, larger ones need more, this should be obvious. As your gas cylinder tapers off at the top you can also reduce the resolution there so the smaller cylinder sticking out the top isn't so dense, you don't have to put breaks in the geo to do this, just collapse every-other edge.

    Also you shouldn't be capping your cylinders with a pole in the centre of the face. Connect the verts across the face so you don't have that extra vert in the middle.

    There are a couple of quite small normal map bake errors that I can see, one on the rim on the underside of the model, and one on the geo just under the little stilt things that hold the burner in place. They both show a shadowy line where it should be a smoothly rounded corner. But those are tiny.

    I don't feel like this prop really needs a 2k texture, I mean, that's the res you've worked at and that's where it looks best, but it's also important to show that you can work within realistic technical restraints. When I see small props with massive texture sizes I wonder about how efficient the UV layout is.

    The texture looks really good, well done dDo, I suppose ;)
  • BreaKs
    Thanks for the crit, i'll take it on board. You're right about the things you mention. BUT was there really any need for;
    The texture looks really good, well done dDo, I suppose ;)

    Here's a link to my portfolio, http://www.break-art.com/ As you can see, I may not be the best texture artist in the world, but I can texture things without dDo. I'm not 100% reliant on it, but the workflow is much better, faster and cleaner using dDo, so why not use it? I know how I feel about it.

    The texture size is 2048x2048 simply because its a piece in my portfolio. Obviously if it were in-game it would be scaled down to 512x512 or 1024x1024 or whatever was needed. (Which is no problem to do in dDo it takes 1 click).

    As to me using the UV space efficiently here's the flats, I could have squeezed another few pixels in places I suppose, but it looks fairly well laid out to me.

    Diffuse_zps98d1cf72.jpg

    Specular_zps11e62a0e.jpg

    Normal_zps73da4521.jpg
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