I'm putting together a demo reel of my work, and I need feedback on some of my projects. Any feedback is greatly appreciated. The focus for my reel is modeling, especially game modeling.
Any feedback you can give me on my texturing, modeling, and composition would be greatly appreciated. Even telling if it looks good or awful is helpful
Thanks!
Snuffleatron - Made in Maya and Photoshop (Highpoly)
This is a vehicle I designed from scratched and rendered in 3D. It's a street cleaner with an elephant head.
U.S. Tank - Made in Maya (Lowpoly: 7872 faces)
Mechagodzilla - Made in Maya (Lowpoly: 4895 faces)
This is a lowpoly character I modeled, textured and rigged. For the modeling, I used a plastic toy for reference, and for the texturing, I had a bit more creative license. It was boring silver, so I gave it a more interesting cast iron look.
Buildings for UDK - Made in Maya for UDK (Lowpoly)
I made these buildings for a UDK level. The insides and outsides are modeled and textured.
Replies
*Do the bullet holes on my tank look realistic?
*Is my texture for Mechagodzilla interesting or too boring?
*For my UDK buildings, can you think of a way to better display my buildings?
*Does the topology on Mechagodzilla look clean and efficient?
*My reel focuses mostly on lowpoly. Considering this, should I include my Snuffleatron model which is highpoly, or should I leave it out?
Here are my 2 cents:
Snuffleatron:
- there is no material defintion at all (metal needs a lot of contrast in the spec map)
- overall presentation is a bit weird to be honest. An elephant-street-clean-thing on a street-turntable in space? ^^
tank:
- same thing with the material definition, play around with it, make it pop.
- put rust, dirt and scratches etc. in places where it makes sense (edges and so on).
Don't just apply some general rust/dirt layer to the whole model.
- get the scratches etc. in the normalmap too.
- smoothing groups seem to be off
godzilla:
- same thing with material definiton / texturing
- is there a normal map applied to the model?
- texture is way too blurry -> get a higher resolution.
Good start!
Keep going and just try different techniques / values etc.
I know the presentation on the street cleaner is a bit weird, but that was honestly what I was going for. I was hoping including this piece would showcase the originality and character I try to add to all my models. I could be wrong though.
Aga22, you're right, it does look burnt. I'm not really sure why that is, because it doesn't look that way in the texture file or in Maya. It only looks like that in UDK. I don't have enough experience in UDK to troubleshoot the problem though. I did a fresh build on the lighting before I took the picture. I'll do more investigating.