I will be devoting time to modeling and texturing practice over the upcoming weeks. I do not have much experience, so I try to stick to fairly quick and diverse projects to keep learning rapidly. I feel 5-10h per project (single asset or little env) is enough for doing things properly, but still moving on soon enough. I'm eventually aiming for an environment art position. To start things off, I made a highpoly chair (offline rendered) in two nights. Modeled in Maya, textured in Substance Designer.
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Reference:
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Comments:
- I was not focusing on matching the reference very exactly, but the materials are clearly off. Should have paid more attention to the metal & wood colors.
- I had trouble making the plywood edges in Substance, I'll need to play with the nodes more so I can make stuff like that more easily.
- I forgot to take into account the lighter metal at the bottom of the legs.
- Little presentation thingies: annoying difference in camera angle & exposure between the front & back shots.
Feel free to bash or praise my work, I will be doing more. Trying to focus on game assets from now on. I guess this is mainly my thread, but if someone is doing the same kind of thing you can join in and post your stuff. Oh and the chair is ~9k tris and the wires are horrible.
Replies
Love to see this thread fill up more and more as this comes along!
Some critique, try to push those textures like the roughness difference on the wood and the small color differences on the sides of the wood. You could also pay some more time in details on the mesh itself, as the two round thingies holding the backplate of wood are thicker in the picture then in your model. Also try to get those nice curves in the model if you really want to finish it up. But that's all the comment on the model, I think for me personally the textures could use a lot more love and then focus some more on the mesh/presentation. Show of those nice materials with a light in the right angle etc.
Hope this helps and love to see more of this, and really see how you push yourself.
Keep up the good work!
Tried out Sketchfab for the first time so that I can easily expose my models to more scrutiny, here is the chair again. Now off to something else.
[SKETCHFAB]d07574523ddc4098bfd3788876bb96c3[/SKETCHFAB]
95% of modeling done in Maya, textures are mostly procedurals from either Substance Designer or Modo (logos and text from photos & Photoshop). I think the red wood substance turned out pretty nice! Rendered in Modo.
Squeezed out a little personal piece to solidify my working knowledge of ZBrush and Substance Painter. Here are some fancy schmanzy renders of this alien dude I came up with as well as the Sketchfab scene so you can go scrutinize him more closely.
Outer Space Roll Unit on Sketchfab