It might be my monitor but the model looks quite dark. Try to boost the lighting a bit and try to create nice shadows to show off the forms. I agree with JadeEyePanda about the background. Try to make your model stand out more. For your portfolio you should show the high poly, low poly, textured, wireframe, texture flats. Anything that gives an art manager a better understanding of your workflow is a good idea.
for modeling, mainly do softer edges on your highpoly, they are way too sharp, giving you these very thin lines. The base should definitely be round and not 16 sided
Try working more on the texturing, and try modeling real objects in the future, so people can help you correct them and you will learn a lot more and faster
for modeling, mainly do softer edges on your highpoly, they are way too sharp, giving you these very thin lines. The base should definitely be round and not 16 sided
Try working more on the texturing, and try modeling real objects in the future, so people can help you correct them and you will learn a lot more and faster
Hah thats exactly what I plan on doing, I was just looking at alarm clocks to model last night. Good to see I am on the same page.
Also the above render is the game asset not the high poly.
I think some of what is working against you right now is your materials. The barrels look like either a blued steel or very glossy paint; both aren't really appropriate for a gun like that. Also the metals on the hull of your turret are very noisy. If you plan to continue working on this, I'd hold off on any details whatsoever and tweak flat colors in your diffuse, spec and gloss until you have materials reading the way they should. Are you working from references? Because right now your materials just aren't reading like anything in reality. But like Shrike said, you may just need to scrap it and move to another project.
Oh I'm done with this project, I will not be doing anything else on it, other then maybe the occasional render. The Texture style is for a game so the colours for the game fit within the ascetic; hence the lower poly count.
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Any tips on modeling?
Try working more on the texturing, and try modeling real objects in the future, so people can help you correct them and you will learn a lot more and faster
Hah thats exactly what I plan on doing, I was just looking at alarm clocks to model last night. Good to see I am on the same page.
Also the above render is the game asset not the high poly.