This is my first post of my work on Polycount.
This is high polygon modeling, and I am thinking to make low poly model in near future. Thank you for any critic please.
With a better material an light setup you could get really realistic results. For example add some noise in the bump channel to make the hull a bit irregular. The metalplates are never completely straight.
For the lightning i would use a directional light and a hdri background with a lower res version for the lightning. with motion blur on the main and rear-rotor you could get nice results .
I made two color maps. one for body and one for interior and accessories.
This is the color map for body, 2048, and it looks not big enough size for my model.
Can I use higher map ,4096, for game models?
I wouldn't be surprised if a next gen air fighting game used a 4096 texture for a plane/helicopter. In the killzone 4 demo, one character uses six 2048x2048 textures, and that was on 4 gigs of ram, and not the full 8 gigs. Though 2048 should be fine at screen shots this sized.
This is AH-1w Super Cobra, and I used normal and specmap, but normalmap is used for only hole on the side and top area, and I plan to make a low polygon model and bake a normal map.
The basic helicopter is nice, but the stores just don't match their real-life counterparts. I'd guess that you used a model as a primary reference, which is fine, but you need to use actual photographs to verify the details. The texture on the hellfire missiles, especially the "USMC" label and the opaque nose and the front of the rocket pods have the most obvious problems.
On the helicopter itself, the lines between the metal sections seem to thick; in many cases they should really be indicated only by the lines of rivets.
Thank you,This photo looks very detail and nice!
and Yes, I agree with you.
I could't find real missile phots for this Ah-1w, so I used model photos with simple shape.
By the way, this is my reference photos for my diffuse map, so I exerggarated lines on the body to make old feeling.
Thank you for your detail advice.
One more question, I just start making low polygon model with this. About how many Tris are good for this kind of model for game or portfolio? Before I go too far, I want to know the limit of Tris.
Thank you.
Polygon count really depends on the purpose, size, and target platform. At the upper end, you'll see ~20k polygons for the player's vehicle on a current-gen console/PC. This has a number of good explanations http://wiki.polycount.com/PolygonCount?action=show&redirect=Polygon+Count#Typical_Triangle_Counts. At the other end, for a distant helicopter or on a limited platform (e.g. a mobile), you're probably shooting for a sub-1k object.
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Well done, but some advice:
Use .png for the wire-shots And upload them to an image hosting site for larger files
You could have used a higher texture resolution tho, but i guess you are already at 2K
For the lightning i would use a directional light and a hdri background with a lower res version for the lightning. with motion blur on the main and rear-rotor you could get nice results .
I think I need to practice light setup.
Thank you.
This is the color map for body, 2048, and it looks not big enough size for my model.
Can I use higher map ,4096, for game models?
Are you using a normal and spec map or just color maps?
Yea those killzone specs shocked me aswell.
On the helicopter itself, the lines between the metal sections seem to thick; in many cases they should really be indicated only by the lines of rivets.
and Yes, I agree with you.
I could't find real missile phots for this Ah-1w, so I used model photos with simple shape.
By the way, this is my reference photos for my diffuse map, so I exerggarated lines on the body to make old feeling.
Thank you for your detail advice.
One more question, I just start making low polygon model with this. About how many Tris are good for this kind of model for game or portfolio? Before I go too far, I want to know the limit of Tris.
Thank you.
I will try to make with under 20000 tris.
Thank you.