Hi, I decided some month ago to try modelling and I really liked it, so much to try to become a professional modeller.
I worked and learn a lot thanks to you guys and I almost finished my first " non tutorial" model.
it's pretty simple but I wanted to make it game ready and that and putting in place a modelling and texturing pipeline was not easy.
So here my model, a modern candleholder:
The texture are a work in progress and I would be grateful if anyone can point out oblivious and less oblivious mistakes .
Sorry for any grammar error, english is not my first language.
Replies
It sounds funny, but is a good advice actually. It took me a while to figure it out what it was (even though you wrote it down). Candels and lights can really make the difference between a "meh" model and a cool model.
Take a look at the chest this guy made, the candle is one of my fauvorite parts of it, you can take inspiration from there:
http://www.freddiepitcher.com/#!props/sphh9
The model itself looks good, but its just too too simple, I'm sure you can add more stuff to it, like a chain holding it or sth like that
The design is quite cool by the way!
I think I will add a table and some candles, and upload the model with different configurations.
If your goal is to be a pro then push yourself with every model. Something as seemingly simple as adding candles to this would make it much more readable as well as adding more visual interest. This is something you will need to be able to assess as a modeler.
I'm noticing a lot of unnecessary poly's at the top of the model. All of those edge loops and extra verts are not needed. I'm guessing maybe a boolean union might have been used here, but cant be sure how you made it. Either way, the topology here isn't clean. Try to limit the vert count and keep the edge loops uniform
I also agree with the others, the edges are too hard. Try to soften them through the high-poly
For the high poly it is chamfored and with soft edges but it doesn't really translate well on the low poly without a bevel.
Thanks for the critique I'll update shortly.
I added some filter and I noticed a pretty severe loss in the texture quality, I mostly fixed it but I think I'll try with a different material setup.
Critique away, I really need the feedback .
The texture are divided in 5 material with 2k texture but I was thinking of setting only two material with 4k textures and see if the result improve.
By the way I'm targeting Unity for assets, someone know if some of the asset store shaders are better than the default ones ?
I've heard good things about Uber.
As far as I know, people use ShaderForge quite a lot. It is a slate material editor, just like the one you have in UE4.
About your project, if you are using 2k, the problem is not in the texture size at all, I would say that with that model you can have 1k and get very good results.
The material looks like a plain colour to be honest, why don't you go back to the original texture? I really liked the wood on that!!
Also I would change the table colour, they don't match at all.
Adding a skysphere to the scene can improve the reflections.
Are you using normal maps? If so, is it just the bake from a high poly mesh? I would strongly recommend you to overlay another normal map created from the original texture, so you can have the high frequence details (I'm talking about software like nDo, CrazyBump, xNormals, nVidia plugin or whatever)
If you can post your textures, that would help a lot.
Here the shots in unity :
and from substance painter:
sorry no anti aliasing in substance painter.
closeup of the errors :
For illumination I use the cubemap that I used in substance painter as a skybox.