I've already created a previous thread which is a part of this but I've redone the whole thing. In this task for my course, I have to create four 500 Tris models to industry standard.
- Melee weapon
- Ranged Weapon
- Item of clothing
- An item from home
Each model, along with its 500 Tris, is allowed one 512 texture map, for the sake of detail and non pixilation (just invented that word), I'm working on 1024's and sizing them down as this was a tip given to me for texturing.
Within the four models, I also need to include the following to show my understanding of all texture maps:
- Diffuse
- Specular
- Alpha
- Normal
My deadline is drawing extremely close, but I'm still confident with what I can produce. I shall be hand painting all my models, unless restrictions prove otherwise. For the weapons, I am keeping with a medieval theme, the first model I have properly finished and just need to texture is the cross bow, I'll start the texturing later, any comments so far?
(I know I haven't labelled the unwrap...sorry)
Replies
No comments so far though.
Sounds like mobile industry standard from about 5 years ago.
Aside from that, the crossbow definitely looks like a crossbow! It's nicely modelled, and low poly stuff would probably suit a hand-painted style more. I usually find that low poly models look better with exaggerated proportions, so maybe you could play around with some of the scaling? I reckon if it's more stylised then the very low polycount will be less of an issue.
If there's nothing you can do about the spec, then that's fair enough. I think you've got a good starting point for your project, but as soon as you get more flexibility in your briefs, I'd up the resolutions and go for something more next/current gen.
(P.S. texture resolution or material definition might be what you're looking for with 'non pixellation' haha)
Nice work!
Yeah, there's nothing I can do about it, it may be dated, but the exercise is to make sure we can model efficiently and effectively at low poly.
It doesn't give me much freedom in modelling unfortunately..!..Yeah that sounds more sophisticated haha, thank you though
Only add polys if it contributes to the silhouette.
Also, define handpainting. Like WoW? Because they don't use any specular maps.
If you think you can use a unique 512 texture for every item in a mobile game TODAY, you will have a very, very small game or a phone emulated on a PC.
'OMG but in crysis they'd make 2 million poly weapons and bake them to 4k textures on a 5k mesh, Your lecturers don't know what they're saying...'
Maybe, but 4 times??? as one task??? in one learning assignment with a students work pace??? Think it out before you rant guys.
The spec given for that assignment is reasonable, maybe generous for mobile, it's also reasonable for PC or console, depending on the game, angle, model complexity and importance of asset or as a LOD.
I think its important to point out that everyone is going to have a different idea of what "industry standard" means, it is probably a poor choice of words. There are different standards for every single platform you could ever make a game for. The studios that are on the bleeding edge of game art are probably in the minority, especially with more and more mobile game companies popping up that have very limited memory for models and textures.
I'm sorry for the slow progress, I've only got a few images to show you of my progression. 3DS Max doesn't install on my home PC or laptop and I don't have Photoshop so all work is done in college.
I've changed from the crossbow to a bolter from Warhammer 40k, so, on about the exaggeration of model areas, with this model, it's nearly already the case. Plus, I a render for the melee which is an axe.
https://www.youtube.com/watch?v=XgvX9qQt3-U
also you need to work on your uv layout, you need to make much better use of space, and stitch more stuff together so it fills out the space better and is easier to paint. baking ambient occlusion is also a great starting point for texturing
Current gen stuff would usually consist of physically-based textures - Base Colour/Albedo, Specular or Metalness, Gloss/Roughness and any other type of texture u would need like opacity etc.
Even with the legacy textures u need all your textures - Diffuse, Spec & GLOSS, normal, opacity etc. to work together in order to make a good asset(s)
In terms of the triangle limit - you can certainly get a good silhouette out of 500 triangles. Use all of them
I agree with Crazy_pixel too. Get some lights in there!
[SKETCHFAB]9a5bba39e00648568122a1744be0e2a7[/SKETCHFAB]
[SKETCHFAB]63ed52d3568d42c48486ce9a06343bd2[/SKETCHFAB]
[SKETCHFAB]d40ddaf1204643b9a0ffd59987e8b18c[/SKETCHFAB]
[SKETCHFAB]ba0003db3d8d4501a228466dcb825456[/SKETCHFAB]
If you want a seamless polypainting try 3dcoat