Hi,
After lurking on forum for a long time I finally got the courage to publish something. About year ago I decided to enhance my skills in modeling in consideration of real time engines and texturing using PBR workflow. Even that I have already reconciled with the thought that I probably wont be a part of any AAA production, I'm still trying to gather the required skills, hoping that maybe in the future (apart from actual work) I will be a proud member of little indie team, creating less advanced puzzle game like The fall, Stanley Parable or Unmechanical.
Since my decision I was able to make 2 models shown below. Both of them took me too long, so in the end I was forcing myself to finish them despite the flaws I was aware of. Textures are too noisy and chaotic, Polycount is too high and UV is far from optimal. Nevertheless I'm glad of the final result.
First one was modeled based on Giorgio Baroni's concept
https://www.artstation.com/artwork/rJ0yE"Botty"
33208 Triangles
2 sets of 4k textures
Soft: Blender, Zbrush, Xnormal, Substance Painter, Marmoset Toolbag
And the second, based on Gabe Kraliks concept (
https://www.artstation.com/artwork/XgyPR)"Grasshopper"
50633 Triangles,
1 Set of 4k textures
Soft: Blender, Xnormal, Substance Painter, Marmoset Toolbag
Hope you like it.
Łukasz Hoffmann
https://www.artstation.com/artist/lukaszhoffmann
Replies
Here is my recent project i'm working on. "Nysa", old Polish track, from 1958 - 1994.
a lot of your smaller tubes could be reduced in sides. on your white vehicle the upper beams could have the holes just normal mapped on instead of modeled.
What really matters instead is polygon distribution, which is very uneven in this case. For instance, on the main body of the robot, you have far fewer sides than on the much smaller components sitting on top, such as the commander hatch and the antenna. As a general rule on cylindrical shapes, the smaller the diameter of the object, the fewer sides you need to make it look good.
I would personally try to use less sides on all your small cylindrical shapes, but use more on the main hull.
Polycount of project:
Car - 48784
Engine - 13218
And here are some early stage images from my next project. Caterpillar D7 7M: