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Well. I'm near the finish of not modeling for now 4 Years... This is what came out so far... Any

zombiexm
polycounter lvl 3
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zombiexm polycounter lvl 3
takers care to help me get off my feet?  I've always sucked at texturing , and I honestly do not know What I am doing with ndo neither.   I also picked up substance 2 to learn but that is going to take some time..  

Anyway I made this off based of the Zenith 811 Radio. I did not try to get the same wood pattern due to my lack of skill :|
 http://www.tuberadioland.com/images/zenith811_18.jpg

Included some of the normals (others I was going to  re make before I decided to post for help and such)

http://imgur.com/a/LGFIl

Any thoughts, tips, help are welcome. 
I've decided to model a sideboard table while I take a break from this asset.

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  • Brian "Panda" Choi
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    Brian "Panda" Choi high dynamic range
    " I did not try to get the same wood pattern due to my lack of skill."  Do you mind extrapolating that?  How does your own skill level determine that amount of trying you're going to do?  That . . . I don't think that's a good excuse.

    Anyways, critiques:

    1) Render in a better real-time renderer than whatever viewport you're using.  3 point lighting, shadows, AO, etc.  Unreal 4, Unity, etc. are free.  Use those, or buy something like Toolbag to do your renders.

    2) Actually attempt to recreate the wood texture from the reference so your "lack of skill" becomes "skilled."

    3) This one object can be on one UV set, instead of two.  Get it onto 1 UV set.  Efficiency is key in game art, if that's your aim.

    4) Actually make PBR textures (Spec/Gloss, or Metallic/Roughness).  Observe your reference from multiple angles under different lighting conditions, and notice how light literally bounces off the surface.  Is it sharp?  Strong?  Matte?  Is there a lot of nosie from peaks and valleys?

    You've got a strong low poly here, but you have space to push forward more.
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