Hello All,
I am new here at polycount. I'm finishing up my degree in Game Art, and I wanted to share some of what I've done with everyone to get some feedback and improve the quality of my work. I'd love any advice or critiques on anything I have posted. Everything I have posted I've done myself. I follow a typical game pipeline: High poly mesh, game res mesh, UV, bake, texture and then present. I do my modeling and UV's in Maya, texture work is done with Substance Painter/Designer, I do a real time render displayed in Sketchfab usually. And then final look in Photoshop. My most recent asset I've finished was a modified pistol. I combined it with a rifle grenade I finished previously and added a mini scene aesthetic to it. I'm primarily a hard surface modeler but I also enjoy doing character work, modeling is modeling after all.
Here is a link to my artstation:
http://jimistone.artstation.com/Thanks in advance!
Replies
Keep it up!
On the same subject, the grenade has room for great improvement in terms of topology. This area, for instance, you could make those details entirely on the normal map:
The character has too much geometry as well. You can get away with more geometry on the face, since this is a important aspect and we usually focus on it. But the clothes can be drastically reduced in terms of density.
The environment: The screenshots are too small. Try to display them separately. If you show them in a such small size all the details you worked so hard go to waste! There is no problem to show multiple screenshots, in a way that we even have to scroll down. In fact, that is even encouraged!
That is my humble opinion and contribution. I think you are on the right track.
Cheers!
I've been taught to always model or chamfer an edge on the game mesh because the normal maps needs to have the geometry there to accurately draw the rounded shape from the high res on there. If it isn't there it can cause some black areas where the information can't be shown correctly. I've always done this as a precaution, do you know the validity of this or a more concrete way of knowing when to do that and when not to?
I also appreciate the links you've shared, I'll be taking a look at those as I'm working on my next project. You've been super helpful and I'll be using what I can from your advice on my future work.
Thank you again!
About the chamfered edges, they are one way of smothing edges, but a very ineficient one. You can achieve the same results with lesser geometry, while avoiding those "black areas" you mentioned. There is a whole method for achieving this. The first link i posted is fundamental for elucidating this; i encourage you to carefully read it. Also, Handplane Youtube channel teached me a lot about normal maps and shading: https://www.youtube.com/user/handplane3d/
If you need any additional help, make sure to let me know.
Good luck!