<- I hope that the image displays properly.
So, I was working on this tree for my small project. I aimed for ~800 tris and I'd like to keep it that way. And I think that it's finished, yet i have a small doubt that something is wrong. I'd be very thankful if you could point out my mistakes. This is all quite new to me since i started modelling/texturing 6 months ago.
Are the colors working together?
Are the textures working together?
Is it possible to make the model more detailed with 800 tris budget?
Could the leaves or trunk be improved?
Is the tris budget too big for a PC-game?
Is a 1024x1024 too big texture map?
For example the mushrooms don't quite fit in, but i have no clue how to fix them.
Replies
Unless the root system is exposed (think mangroves), you can chop the roots off at ground level, saving you at least 100 polygons.
I really like the general style and direction of it. I think the tree itself could benefit from bending or twirling slightly, with a recognizable bend. It seems you're going for a really wacky and cartoony approach so I would try not to be afraid to exaggerate.
the bending was a great idea, the tree isn't looking so dull/typical anymore, thanks minorthreat.
Could there be anything else that i could try to improve?
Imo the bending worked quite well.
It all depends on the style, but it needs a little something in the middle there,
Unless its a more top down sort of game then the angle should help,
If anything maybe a gradient from dark to light (Base to top) to show the grime of the earth more subtly
Too dark?
To be honest the darkness is totally up to you, it depends on the surrounding scene, but it instantly makes it a much more interesting read, The tree looks like it would fit in a tropical swamp area perhps a plane that has a vine texture or two on from branch to branch,
Im not sure, but alot of handpainted cartoon art styles rely on gradients or so i've noticed, maybe some more of those mushrooms would help, one seems too unnatural