The barrel looks sweet man! Here's some criticism:
- I would tone down the colours in the Albedo map. Personally i preferred the albedo's texture in the 2nd renders. Right now, i feel the bright patches are too bright, and just need toning down a little, to compliment the rest of the barrel.
- I would push the intensity down of the normal map a little bit too. Nothing too drastic, but wood's a so and so one with the normal map. You don't want it too intense, but of course need a subtle normal maps to bring out grains and so forth.
- My last suggestion is more if you feel this could be necessary to the barrel. Personal i would add this but heck, it's not going to define if it's a great asset or not What i would suggest is adding little chips, and pealed off areas on the barrel. Almost like wear and tear. I've provided an image i found on an artist Portfolio website, as a way of explaining what i mean.
You see how on the edges of the wood, and in and around other areas wood has peeled away? I feel this could add something extra, particularly with the barrel looking worn.
Hope this helps, and i'll keep an eye on everything else you do.
I really like the barrel. Is it a displacement map for when the metal bands have more dimension? Also I was always told not to have many edges share one vertex. I know that mudbox doesn't take models in with that. Maybe if it is important, edit that part n_n
Thank you @xhi These metal bands aren't displacement map. I just created two versions of barrels, one more detailed and the second one less. I don't use Mudbox but thank you for this information.
I really like the barrel. Is it a displacement map for when the metal bands have more dimension? Also I was always told not to have many edges share one vertex. I know that mudbox doesn't take models in with that. Maybe if it is important, edit that part n_n
Yeah the idea is that good edge flow has mostly all four-sided polygons (minimal tris) and very little "stars" - or places where 5 edges connect at a vertex. Here is what I mean:
Try to keep all of your edge flows clean like in the first image rather than in the second image:
The idea is that when you bring these assets into an engine - say UE4 or Unity - these engines will triangulate these assets for you and so you don't have to do it yourself in Maya or whatever 3D modeling toolkit you're using. There's a bit of problem solving that goes into trying to keep clean edge loops - and it isn't a strict of "No stars allowed!" but there are advantages to clean edge loops. Also, feel free to break down meshes into multiple pieces in order to make your life easier.
@Cloudydays: Thank you. So even on the low poly model I have to do clean mesh? What about meshes like below?
Yeah something like that is not optimal and you could have better edge loop flow to deal with a shape like that. It's a matter of thinking of different ways to approach making different shapes when you're modeling. So for a shape like this, while it's not exactly the shape you have, I would approach it with a basic pipe shape and take it from there like this:
If you're going for a nut & bolt/divet look you could consider breaking it down into two different pieces - the rounder bolt piece and the flat piece and then combining them. But do you notice how the 4 vertices on the outermost edges of your shape have a lot of edges connecting at them? It makes for poor topology/edge loops. I obviously used more polys than necessary in my example but you can see that I have better edge loops making for cleaner topology. Again - it's not the shape that you have but it's a good start for one.
@CloudydaysYes, I know the topology is very important in high-poly models especially when I use turbosmooth or subsurf. Does the topology really matter in low poly models where normal-maps do almost the whole work? Example (https://www.artstation.com/artwork/XPzyR )
@Cloudydays: Thank you. So even on the low poly model I have to do clean mesh? What about meshes like below?
I think its absolutly fine. I think low poly have just a few rules ... tris and quads are absolutely alright. The less visible, the less geo and optimize how much as possible. Maybe I forgot something important but if it works in engine almost always're on the right way... edit: nice welds on compressor
Textures are finished, I'm not sure about this oil leakage. Let me know what do you think about it. Blender, Substance Painter, Marmoset, almost 16k triangles.
Looks pretty good, I think those oil leaks trails look a bit too thin, I also think the plastic part with the switch looks a bit off, like too clean or something.
Replies
(Cycles)
(Substance Painter)
http://polycount.com/discussion/160887/sketchfab-integration-on-polycount-is-broken#latest
^bart
Barrel finished:
Next model (high-poly):
Criticism is welcome
Sketchfab: https://sketchfab.com/models/554235b3e36744068d28f95928f45661
- I would tone down the colours in the Albedo map. Personally i preferred the albedo's texture in the 2nd renders. Right now, i feel the bright patches are too bright, and just need toning down a little, to compliment the rest of the barrel.
- I would push the intensity down of the normal map a little bit too. Nothing too drastic, but wood's a so and so one with the normal map. You don't want it too intense, but of course need a subtle normal maps to bring out grains and so forth.
- My last suggestion is more if you feel this could be necessary to the barrel. Personal i would add this but heck, it's not going to define if it's a great asset or not What i would suggest is adding little chips, and pealed off areas on the barrel. Almost like wear and tear. I've provided an image i found on an artist Portfolio website, as a way of explaining what i mean.
You see how on the edges of the wood, and in and around other areas wood has peeled away? I feel this could add something extra, particularly with the barrel looking worn.
Hope this helps, and i'll keep an eye on everything else you do.
I decided to create the rest of the compressor.
These metal bands aren't displacement map. I just created two versions of barrels, one more detailed and the second one less.
I don't use Mudbox but thank you for this information.
Yeah the idea is that good edge flow has mostly all four-sided polygons (minimal tris) and very little "stars" - or places where 5 edges connect at a vertex. Here is what I mean:
Try to keep all of your edge flows clean like in the first image rather than in the second image:
The idea is that when you bring these assets into an engine - say UE4 or Unity - these engines will triangulate these assets for you and so you don't have to do it yourself in Maya or whatever 3D modeling toolkit you're using. There's a bit of problem solving that goes into trying to keep clean edge loops - and it isn't a strict of "No stars allowed!" but there are advantages to clean edge loops. Also, feel free to break down meshes into multiple pieces in order to make your life easier.
Example (https://www.artstation.com/artwork/XPzyR )
edit: nice welds on compressor
Textures are finished, I'm not sure about this oil leakage.
Let me know what do you think about it.
Blender, Substance Painter, Marmoset, almost 16k triangles.
Sketchfab https://sketchfab.com/models/0152053061374f4c856c2fede0eac6ad
other then that, great model, i love it
I'm working on new project - Toyota 2000GT 1967. Critique is welcome!
Some renders:
Artstation: https://www.artstation.com/artist/mcgavish