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Mass Effect first aid station

Hey guys, just looking for comments and suggestions on a piece I have been working on. I have moved from Softimage to 3DS Max and for my first model I decided to work on the first aid station featured in 'The Art of Mass Effect Universe'.

medstation.jpg

My version has slight differences and can be seen below. I am at the point where I consider it finished but would appreciate any suggestions on how to improve it.

medicalbaypreview.png

medicalbaywireframe.png

Replies

  • Joshflighter
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    Joshflighter polycounter lvl 9
    Is that the high poly or low poly? If its the low poly, almost 90% percent of those details can be baked, from a high poly to the low poly. For such a small asset, you should be aiming for a much lower poly count.
  • Dethling
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    Dethling polycounter lvl 11
    The gap between the middle part and the upper left part seems to be a little bigger on the concept, also the left edges of the left upper part seems to sharp.

    Also you missed the light elements (bottom right).


    The wire-frame looks very busy, it seems you try to stay "all quad", this is great if you want to go high poly (turbosmooth) but isn't necessary for game assets. There is no problem with triangles only with n-gons.

    I think you can lower the vert-count a lot if you separate the model into multiple elements. Also you can remove some of the edges at the top part, they don't really do anything for the silhouette.
  • AndrewD
    Is that the high poly or low poly? If its the low poly, almost 90% percent of those details can be baked, from a high poly to the low poly. For such a small asset, you should be aiming for a much lower poly count.

    I originally planned on this model being the high and then working on a low poly version. However half way through I decided to just keep this one. I should explain that although the concept is from a game I am looking more towards a company that specialises in creating high detailed renders of products etc. and not so much games. For that reason I don’t think poly count is really an issue but I could be wrong. I do understand what you’re saying though and thank you for taking the time to comment. I may go ahead and work on a lower version purely for experience in Max.

    Any thoughts on the texturing?
  • Tobbo
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    Tobbo polycounter lvl 11
    I personally would just use Ndo2 for the details, etc. It's much easier and faster. You will also probably get cleaner results than trying to bake the small details.

    Also, in the concept certain panels are more recessed or stick out more than others. You may want to reflect that in the actual model. It will also make it much more interesting than just having everything uniformly the same.

    Is there a reason your version has slight differences than the concept?
  • Kimon
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    Kimon polycounter lvl 6
    I agree with Tobbo. Some people may say that it's more "true" or whatever to have everything in the high poly, but in the end the low poly and the normal map is king, not the high poly.
  • JoshWilkinson
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    JoshWilkinson polycounter lvl 9
    AndrewD wrote: »
    I originally planned on this model being the high and then working on a low poly version. However half way through I decided to just keep this one. I should explain that although the concept is from a game I am looking more towards a company that specialises in creating high detailed renders of products etc. and not so much games. For that reason I don’t think poly count is really an issue but I could be wrong. I do understand what you’re saying though and thank you for taking the time to comment. I may go ahead and work on a lower version purely for experience in Max.

    Any thoughts on the texturing?

    The problem with this being a high poly is that there is no edge beveling. High poly works after things are subdivided. Low poly works because it relies on normals. Currently what you have is neither. I strongly encourage you to understand both forms of modeling as you continue with this.
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