Hello people,
I'm pretty new to the whole game-work scene, still getting my talons around it, if you know what I mean.
Anyways, I'm working on a music scene and this is the first fruit of my efforts.
So to begin :icon_arrow:
Texture flats:
Renders:
Wireframe:
Ok, so there's a few things I'm aware of:
1) Shading error on speaker cone.
2) Worn text on case is wrong way up (Fail on my part)
3) Plaque on front is missing logo (Still need to do)
4) I kinda went cheap on the polys around the speaker rim.
5) ?? You tell me! ??
Thanks for viewing!
Replies
Good job overall.
Shading error is caused by the topology of the low poly.
About the text You should invert the UV part or the text in photoshop.
And I agree with you about the number of polys around the rim. I think thats the most important part of the object so It must have more polys.
Post process is kinda heavy at times, but depends on the pic. If thats a portfolio piece, make that speaker round. You should either go for a simple prop or a showcase piece, not half-half. If its a small scene and you want to show off quality work, give it the budget it demands.
Aside that, it looks like quality.
Edit: Your edge wear looks really fake by looking at your texture sheet, mainly the back wood part that is not seen on your screens. Break up the straight lines by erasing about 50% of it with some grungy brush, that should grant a nice look.
BTW, the purple bit at the bottom is a piece of cloth, the weird geo is because I ran a simulation on a SubD mesh to create the stress lines. I simply used Poly-Redux to lower the final polycount, hence the weird triangles.
Also, the triangles on the side are because there's a recess on the front of the body, they're just supporting it so it isn't an N-Gon...