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Hand Painted Knife, Looking for Critiques

polycounter lvl 6
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ftsmith polycounter lvl 6
Hello everyone, this is a hand painted model that I have been working on and I would really like some criticism and critiques. The model is 418 tris. I used Maya for the modeling and UV mapping, while I used Photoshop for the texturing. I used the concept by FirstKeeper from deviant art, here is the link to the concept: http://firstkeeper.deviantart.com/art/Weapons-concept-04-284014517.

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  • Jeff Parrott
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    Jeff Parrott polycounter lvl 19
    Just compare the two (maybe even flip it upside down from how you're normally looking at it to reset your eye) and see what is off.

    ftsmithPO001.gif

    -Just off the bat the painting is too soft (use a hard edge brush)
    -The scratches in the blade aren't in the concept and lack depth
    -The red wraps feel flat and lack any sort of depth like the concept has
    -Proportions on the red circle are off some
    -The spikes don't have any wonkyness/unevenness (I would spend a few polys and do that)
    -The blade is lacking a lot of detail present in the concept

    Anyways hope that helps.
  • ftsmith
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    ftsmith polycounter lvl 6
    Thanks for the critique. I will definitely start working on the things you mentioned.
  • Segreto
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    Segreto polycount sponsor
    Just to build off of Jeff's critique, typically wear on a blade goes out to in. Those scratches and gouges that you have would start at the blades edge, and ease themselves into the body of blade. Think of how the blade hits/gets hit, and add the wear accordingly. It'll sell the weapons story much better.
  • Eliteabix
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    Eliteabix polycounter lvl 5
    What Jeff said + I dont think each of those spikes needs its own UV space.
  • Sukotto
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    Sukotto polycounter lvl 8
    Oh cool! I actually modeled this concept awhile back :)

    Jeff gives some good pointers so definitely take those into account. I'd also make your strokes thicker like they are in the concept, like the lines on the wraps and the decor on the blade. And I think really bumping up the edge highlights will really make the plane changes read much better. Contrast could be bumped up too, its reading a little flat right now.
  • Mark Skovrup
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    Mark Skovrup polycounter lvl 6
    I think you should give it more smooth shapes some places. It is very flat at the handle. The blue lines are where I would give the model a little more shape. You could also add a scratch or two in the model itself, as in the concept. It won't cost you alot of tris, but it would give a lot to the silhouette.

    hope it helps :)

    cJhxZFX.jpg
  • ftsmith
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    ftsmith polycounter lvl 6
    Thank you everybody for the critique and information. I really appreciate the feedback and I'm looking forward to putting your advice into action. Once I have some free time I will definitely start fixing the mistakes.
  • ftsmith
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    ftsmith polycounter lvl 6
    I think you should give it more smooth shapes some places. It is very flat at the handle. The blue lines are where I would give the model a little more shape. You could also add a scratch or two in the model itself, as in the concept. It won't cost you alot of tris, but it would give a lot to the silhouette.

    hope it helps :)

    Thanks for making marks on the picture. I didn't have a lot of time for the whole process so I focused more on the silhouette of the knife when I was modeling, but now that I'm not on a time constraint I will definitely add some more geometry to match the concept.
  • aaronmwolford
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    aaronmwolford polycounter lvl 8
    Aside from what the others mentioned, I would push your contrast quite a bit. I would bake an AO map and use that as a base for pushing your hand-painted textures. The concept displays great contrast throughout.
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