Hi guys ! A few weeks ago, i understood and learned lots of things in 3D technics and 3D art. So i decided to start a project to improve myself and to test my freshly acquired skills I wanted to show it to you guys Feel free to critic or to comment. Thank you guys !
Here is the picture on which based all the project. I plan to use Unreal 4 to render the room. (By the way, if someone recognize the artwork's author, could you give me the name... i did not find the artist's name )
I started with the blockout and added low meshes i modelised.
Here is a few closes up of the meshes low poly/high poly
By the way, i had a question : how could i do the wiring for the computers screens, server, computers units... ? Make them in 3d doesn't make sense... it'll take too much poly.
Not a bad start you got going there. One thing that caught my attention were the really sharp edges you got on some of your high poly models, in particular the monitor and power supply unit. You should really soften them up or else they will cause lots of aliasing problems on your low poly meshes. Either then that you seemed to have nailed the major shapes of the scene pretty well. Keep going homie!
EDIT: In terms of the wires, I'm afraid I wont be much help as it's something that I struggle with a lot and don't enjoy doing. I can offer you some advice though. Since you say you plan on rendering everything inside of UE4 you may want to consider buying this super awesome wires/cable procedural generator available in the marketplace. Here's the link if you're interested: https://www.unrealengine.com/marketplace/spline-ropes-hoses-sci-fi It's understandable if you don't want to use this and create everything yourself from scratch, even then this asset pack could still be a useful study guide.
wires for the computers can indeed be modeled out as splines with some sort of sweeping/lofting on them. You can always just decrease the amount of edge loops on it to optimize it so there are not too many triangles in places where it doesn't need them, although I'd still keep the forms relatively curvey. If you wanted them to be super-optimized you can always have the cylinder that makes the wire be 3-sided with all set to one smooth group.
You can also go up a notch to 5 or 7 etc if you want for extreme closeups, although making them have an odd number of sides is typically recommended as it will always appear to be the same thickness from any angle (having an even number of sides will let you notice a difference in width on certain angles, which can hurt the illusion) What you really want is to make sure the wires look evenly "fluid," as in not having any strange abrupt angles that a wire wouldn't normally do. The number of sides don't matter as much.
I also would look at adjusting the scaling and porportions of some of your objects in relation to one another. Right now as an example, the scale of the computer towers seem massive and look like they're wider than the width of the woman's torso. It looks like she could put her entire hand easily in the dvd disk drive which is far too large as those are standard in size.
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EDIT: In terms of the wires, I'm afraid I wont be much help as it's something that I struggle with a lot and don't enjoy doing. I can offer you some advice though. Since you say you plan on rendering everything inside of UE4 you may want to consider buying this super awesome wires/cable procedural generator available in the marketplace. Here's the link if you're interested: https://www.unrealengine.com/marketplace/spline-ropes-hoses-sci-fi It's understandable if you don't want to use this and create everything yourself from scratch, even then this asset pack could still be a useful study guide.
You can also go up a notch to 5 or 7 etc if you want for extreme closeups, although making them have an odd number of sides is typically recommended as it will always appear to be the same thickness from any angle (having an even number of sides will let you notice a difference in width on certain angles, which can hurt the illusion) What you really want is to make sure the wires look evenly "fluid," as in not having any strange abrupt angles that a wire wouldn't normally do. The number of sides don't matter as much.
I also would look at adjusting the scaling and porportions of some of your objects in relation to one another. Right now as an example, the scale of the computer towers seem massive and look like they're wider than the width of the woman's torso. It looks like she could put her entire hand easily in the dvd disk drive which is far too large as those are standard in size.