Okay everyone, this is my first time posting any of my work on Polycount, so please be gentle. :poly124:
I'm currently a student and this is a piece I did for class last year that I've finally gotten around to finishing. I also used it as an opportunity to start getting my hands dirty with PBR. Modeled in Maya with a little bit of ZBrush detailing. Used Photoshop, nDo, and Substance Painter for texturing. All critiques and feedback are welcome.
6906 Tris (Is that far too high for something like this?)
I did not include the metalness map in my flats as nothing on the model is metallic and the map is just solid black.
Replies
generally speaking you should look up "quarter sawed maple top", and read how it affects the visual look of the wood grain (and also how it affects the sound, it's interesting stuff).
as a hint:
Also, I think the violin looks too dirty overall. It wouldn't have aged so evenly across the whole surface.
The back of the "neck" should also be a lot lighter, again from wear and tear:
As for the dirt, I'm including my refs that I used. I was trying to achieve the really dirty, beat up look of this violin recovered from the ocean after the Titanic sunk. I suppose that part of the look of it would be attributed to swelling from sea water. Any thoughts on that?
So... how many segments do you need? The only way to answer this is to look at the model as it will be used - whether in-game, or in a pre-rendered shot. If you can see straight segments where it should be a smooth curve, and you are within your poly budget, then you need to add segments. If the wireframe appears to be a solid mass, then you've probably gone overboard.
Other than that I have to also agree that the polygon budget could've been distributed better and that the wear and dirt doesn't look too realistic.
As for the poly budget, yeah, I guess I kind of missed the mark on this one but I am too far in to go back and fix that now. I added the rim of the body to the retopo mesh only because I was getting horrible looking bakes without it.
Thanks for the UV tip. I'm still learning to utilize my UV spaces more effectively. My texture sheets usually look like a mess but I'm getting better at it.
I think if you removed a bunch of the dirt it would look better aswell
Then a nicer background would help sell the piece agein
I was pleasantly surprised to so an updated model.
I totally did not expect you to go back and redo basically everything.
So imaginary internet points for you. =]
There are still allot more stuff you could optimize imo. But than again I skimmed over this topic and do not know what your target render is, so it might just be fine.
nice!