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My first game asset :D

polycounter lvl 7
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Moltar polycounter lvl 7
I just finished making my first prop for UDK, im pleased with how it turned out but at the same time I want to show it here and get some crits or praise :)

Let me know what you think anyway!

7Ro9udk.jpg
fIkjcPe.jpg
foljOpY.jpg

I haven't made a good render for the back of the case just yet because I had no time but here is a quick capture.

fX2One1.png

Replies

  • Cglewis
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    Cglewis polycounter lvl 12
    Looking like a good start man!

    why UDK, UE4 is free :)

    i think your normal map came out pretty good but i feel you normal mapped to much stuff....like the wires and the lock dial on the suitcase. be consistent with the level of detail you normal map...its a bit weird that the locking mechanisms are modeled but then the lock dial is normaled

    also i feel you need to push the material definition more right now it all feels like its made from the same material. the foam, cloth and c4 charges stand out the most.

    minor note you list udk in the tools used...yet your show off rendered shots from toolbag. show us some in engine stuff :)

    but over all looking good a few minor tweaks and this thing will rock :)
  • FullSynch
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    FullSynch polycounter lvl 12
    Oh first prop, exciting. :)

    It looks great all things considered, the only thing that stands out to me is the smooth sharp specular reflections on the foam padding and cloth bands. It's a super porous material so light diffuses into it.
    stock-photo-bumpy-open-cell-foam-rubber-2409621.jpg
    HTB12gbSHVXXXXbdXFXXq6xXFXXX0.jpg
  • RogelioD
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    RogelioD polycounter lvl 12
    Your asset feels very PS3/Xbox 360 era to me. If you want to go PS4/XBONE then I'd suggest using more geo. More geo to curve out the chape of your suitecase. More geo for the straps on the interior as well as the wires and a few other things. The work you have now is a great start, but I can definitely see you kicking it up a notch by using more geo effectively. Also, the wavy material in the inside of your case looks a bit too strong in the normal map- I'd tone that down a bit.

    Overall, good stuff though :)
  • Moltar
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    Moltar polycounter lvl 7
    Cglewis wrote: »
    Looking like a good start man!

    why UDK, UE4 is free :)

    i think your normal map came out pretty good but i feel you normal mapped to much stuff....like the wires and the lock dial on the suitcase. be consistent with the level of detail you normal map...its a bit weird that the locking mechanisms are modeled but then the lock dial is normaled

    also i feel you need to push the material definition more right now it all feels like its made from the same material. the foam, cloth and c4 charges stand out the most.

    minor note you list udk in the tools used...yet your show off rendered shots from toolbag. show us some in engine stuff :)

    but over all looking good a few minor tweaks and this thing will rock :)

    Thanks for your reply :D

    I think I got a bit carried about with my Normal map. At the time I was thinking "Humm I want to lower the poly count even more" so the locking dial was a result of that thinking, like wise the wires. Even though I followed a tutorial while building the case, I done things differently which I see now was a mistake.

    I just realized the UDK logo was the wrong one to put in >_< I meant to add the UE4 logo, I will fix this. I'll also post a UE4 render :)

    Would it still be possible to go back and rebake my normals without the locking dial or wires and add them into my PS file along with the new UVS/AO but keep all my existing textures? (sorry im quite new to photoshop)
  • Moltar
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    Moltar polycounter lvl 7
    FullSynch wrote: »
    Oh first prop, exciting. :)

    It looks great all things considered, the only thing that stands out to me is the smooth sharp specular reflections on the foam padding and cloth bands. It's a super porous material so light diffuses into it.
    stock-photo-bumpy-open-cell-foam-rubber-2409621.jpg
    HTB12gbSHVXXXXbdXFXXq6xXFXXX0.jpg

    Thanks for pointing that out, I will work on the spec and fix that. :)
  • Moltar
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    Moltar polycounter lvl 7
    RogelioD wrote: »
    Your asset feels very PS3/Xbox 360 era to me. If you want to go PS4/XBONE then I'd suggest using more geo. More geo to curve out the chape of your suitecase. More geo for the straps on the interior as well as the wires and a few other things. The work you have now is a great start, but I can definitely see you kicking it up a notch by using more geo effectively. Also, the wavy material in the inside of your case looks a bit too strong in the normal map- I'd tone that down a bit.

    Overall, good stuff though :)

    Thanks :)

    Someone else pointed this out to me today. I plan on updating this asset using the advise given to me like using more geometry and less normals, hopefully it will turn out even better!
  • Moltar
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    Moltar polycounter lvl 7
    Shinigami wrote: »
    how did u do the pattern on top?

    On top of what?
  • Shiv
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    Shiv polycounter lvl 15
    Following http://3dmotive.com/series/the-briefcase-workflow.html yeah?

    Good stuff dude, considering todays specs and considering a bomb case is normally ran right up to by players you can probably throw a few extra polies at the wires to make them 3d and lifted off the surface.
    The foam also looks a little bit too shiney overall at the moment.
    Looking forward to the pbr ue4 version!
  • Moltar
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    Moltar polycounter lvl 7
    Shiv wrote: »
    Following http://3dmotive.com/series/the-briefcase-workflow.html yeah?

    Good stuff dude, considering todays specs and considering a bomb case is normally ran right up to by players you can probably throw a few extra polies at the wires to make them 3d and lifted off the surface.
    The foam also looks a little bit too shiney overall at the moment.
    Looking forward to the pbr ue4 version!

    Yup, thats the one :) I did things a bit different from the tutorial though.

    I might throw this model into Substance painter instead of reworking all the textures in PS. I'll post an update asap!
  • Joopson
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    Joopson quad damage
    The outside of the case feels more like plastic than metal to me. I think you should darken the outer case's diffuse to make it feel more like metal, and less like smooth plastic.
  • ElectricEchoes
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    ElectricEchoes polycounter lvl 6
    Good to see another artist from Ireland!

    The model is good, but improving your texturing will kick it up a notch. Gather as many references as you can and observe where the dirt builds up, how the scratches vary, etc. The formation of this isn't random - it has structure.

    Have a look at these cases and you'll see they have a few things in common. The ridges are worn, the scratches appear to have formed for a reason and the dirt builds up in the same places.

    sGGB8AR.jpg

    Good job so far though :)
  • Moltar
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    Moltar polycounter lvl 7
    So here goes round 2.

    I re-baked all the normals inside 3dsmax and they turned out great!

    Im also going to re-texture the entire case is PS and Substance painter. I added more geometry too.

    r7mIg20.jpg
    XnJcrAD.jpg
    zhuAnJW.jpg
  • sziada
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    sziada polycounter lvl 12
    you should also mention that this is from a 3d motive tutorial and give credit to the guy that did the tut other than that nice work man!
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