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Drinking fountain feedback

YellowYeti
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YellowYeti vertex
So i'm making a hospital type scene, and i made a drinking fountain, although i would be glad to get opinions on how it looks, what i really want to know is do you think there is too much geometry in it? (it's in the smooth mesh preview so not technically smoothed) Because i'm new to modeling and what not and this is going to be my first scene i make on my own, i don't know if it matters how much geometry is if i'm just making a scene, or i should try to limit myself as much as i can and try to build it as if it was going into a game engine, thanks!
Edit:forgot the pictures.

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  • Tard1Grade
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    Tard1Grade polycounter lvl 3
    Its good to optimize meshes regardless. In next gen games, the poly count doesn't matter as much, especially for "star" pieces like for example the main character.However for a fountain, that's not a star piece, so try and keep it lower. I will post again with a picture what I think would be good for geo divisions. But basically for the flat parts, you only need one quad, but for the edges or bevels, there isn't really anything wrong with for example 4 divisions.
  • Tard1Grade
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    Tard1Grade polycounter lvl 3
    This is what I mean, now I haven't taken into account the entire mesh and how everything attaches, but the red is what I am trying to explain. Also id make the button a separate mesh from the fountain, if you want it to get pressed. Otherwise keep it up.
  • JonConley
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    JonConley polycounter lvl 14
    drinking-fountain-51501-5591791.jpg

    The edges are way too sharp on the bottom, there is no place for the water to drain (although this could be added using quixel or painter). I would at least add floaters to create normals for the vent, maybe add a bit of separation like the one I posted. plastic + metal upper part that overlays the bottom metal body. A small amount of visual interest added in the silhouette that requires only a few extra polys in the low.
  • YellowYeti
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    YellowYeti vertex
    JonConley wrote: »
    drinking-fountain-51501-5591791.jpg

    The edges are way too sharp on the bottom, there is no place for the water to drain (although this could be added using quixel or painter). I would at least add floaters to create normals for the vent, maybe add a bit of separation like the one I posted. plastic + metal upper part that overlays the bottom metal body. A small amount of visual interest added in the silhouette that requires only a few extra polys in the low.

    Oh thanks for the feedback! But for the drain, i was going to do what you said and see if i could just make a basic texture on it, as for the plastic and metal, now that isee that good picture you showed me i see that there is physical difference, in the picture i used it was so small it just looked like it was painted differently, and i was going to just texture it differently so thanks for that! And sorry i'm stupid and i don't know what floaters are.
  • YellowYeti
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    YellowYeti vertex
    Tard1Grade wrote: »
    Its good to optimize meshes regardless. In next gen games, the poly count doesn't matter as much, especially for "star" pieces like for example the main character.However for a fountain, that's not a star piece, so try and keep it lower. I will post again with a picture what I think would be good for geo divisions. But basically for the flat parts, you only need one quad, but for the edges or bevels, there isn't really anything wrong with for example 4 divisions.

    Oh wow thanks for that, that does seem like a better method, i was just worried about it not looking smooth enough. Also the buttons are a separate object from the fountain, though it might be hard to tell in those pictures.
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