Hey guys, i'm pretty new to the game world, and i want to practice my low poly modeling and texturing skills. I chose this picture to practice and i'd love you to critique my model, specially the mesh and shapes
And this is what i've done till now
I'll update later, thank you!
Replies
@Rafferty It's true! Im going to fix that now
I tend to start with Clay Buildup to get my forms and shape for all my rocks. I then cut my rocks where I want the cracks to take place using Slice. after that to clean them up I use hPoish in the edges to create a kind of chamfer edge. then I go over and parts that are to blobby to tighten them up. your off to a good start be you should hPolish out some of the bits that stick out to much
Just little things like that. If this is just a study piece, by all means make it all unique and be as wasteful as you want. For portfolio, I would optimize and make it feel as in-game ready as possible. Following proper workflows, using industry spec tools, and then rendering in an engine or something that allows for real-time display. Also be cautious about wasting UV space. On your current UV sheet, you have a lot of empty space. Once again, choose your general texture size you are aiming for and figure out how many pixels will be needed between each UV shell and try to max out space used to maximize efficiency.
Just some tips on basic workflow. Sorry for the wall of text and if some of that doesnt make sense, just kinda writing off the top of my head and might kinda sound like a dick about it all. Goodluck man!
Basing on what you said i will try to fit the entire texture in a 512x512 sheet.
One more thing, do you think the poly count is ok? Now it has 1004 polys. Is it ok or is too much for a prop like this?
Sorry if my english is not perfect, i'm from argentina and my first language is spanish.
There is a lot that is thought about in a game when building environment and props. As a tech artist with an environment artist background, myself, you have to deal with these numbers on an hourly basis and need to know the details behind why we have these budgets. As for a prop like this, I would say the 2-3k triangle range is very safe with today's specs. Could even be happy at 5k. Just some ballparked numbers.
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That's not the real size of the textures it's just for you to see more details