Hi guys, i am currently progressing through the beginning of the second year of my games course and was wondering if you wouldn't mind giving me some critique about my work, and how to tackle certain modelling, digital painting and rigging tasks. I am going to try hard to post regularly for professional crit.
Thank you.
Replies
Anything I could do?
For the reference imaging I would need to take screenshots of the movie myself for reference.
Try 4 versions of the floor with 4 different methods (alpha, a lot of tris, etc, etc) and see what looks the best.
As you can see below, the model is really low poly (I've included the Poly Count for further reference).
As for the project it might be wise to pick a different environment, the scene you picked is extremely dull. It worked well for the movie since that particular scene was focused only on the characters, but as a stand alone environment you won't be turning any heads without major additions.
Side View of the Elevator showing some of the modular assets....
Most of the assets are modular, which allows me to quickly put my scene together. The Pillar and wall being the main ones.
The wall is the most useful of all the assets if i have to be honest. It is the main piece needed to fully construct the room.
The beams are modular as well, the only difference is that i need to add or remove rings from it to be able to reach the sides of the pillars.
And this is most of the scene including the windows on the right. It just needs the ceiling, lights and assets before i can fully complete it.
Stage 1:
I quickly did a block out to blueprints of the Gaz Tigr and tried to keep the polycount to a minimum.
Stage 2:
Focusing on the front of the vehicle I tried to capture the shape of the Headlights and the front bumper.
Stage 3:
I started indenting the front to capture the headlights and the grill. I then cut out the windows towards the back of the vehicle. At this point I am trying to make separate pieces of the car i.e. the doors/windows/etc.
Stage 4:
By this stage I was able to capture the shape of both headlights. I then focused on cutting out the front window and the door on the side of the car.
Stage 5:
The roof has an accessible hatch, so I cut a hole in the model to replicate it.
Stage 6:
I decided to cut out the bonnet of the vehicle to make a separate model to not only make it easier to model, but so i could add a little love to the interior design including an engine.
Stage 7:
I have managed to model the bonnet and the door. The door had a window that was separate too so I cut into it to model the window base.
Stage 8:
I am currently at this stage. During this stage I modeled the back door adding an indent for where the door handle would be, following the designs of the blueprints. I also started on the wheels, all of the wheels are the same so I am looking at focusing on that, since it will be a modular asset to the vehicle.
If you are trying to get a job in the games industry I would start putting all of your work in engine.
I'm keeping the polycount low because of that reason, but I will be increasing the polycount after I block out the rest of the model so that I can add details to a smoother and more dense mesh.
I will also be looking to model a low poly interior so that I can show it off in engine, it's purpose is derived from my 3rd year project at the University of Hertfordshire
Look at Destiny
Forza 6
Last of us
all of the details of the cars are there in all of these screen shots you shouldn't have to skimp on details to make it game res.
example:
your head lights are hexagons, while the actual vehicle has circular lights.
try doubling the edge count for them. That goes for your windows as well.
i feel the slope of the under belly of the car like where the footwell would go should be more angled
This vehicle has a very unique shape and has subtle curves that can defiantly be added.
I did the same thing with the last vehicle I started modelling.
That was my first attempt, I'm a lot more confident that I would approach it with a more accurate mindset now.
the biggest thing here is the front grill because you smoothed the shape is all off now.
I also feel that the body panel above the crease is off.
As well as your lights
you can get the the same shapes/better shape by actually putting in the edge flow your self....in the work flow of a car there gets to be a point where the amount of edges you have just skyrockets..id start by getting in the distinct landmarks edges and then work to fill in the in between detail and smooth the car shell out your self, this method will also make UVing alot easier man
Thank you.