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Resistor model for game, beginner

TheAnosmic
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Beginner in blender, trying to create simple model to practice my workflow (exporting to Unity).
currently i think it's too much polygons for such a simple model. I can try to start over with body cylinder with fewer segments, but then on some angles it will look weird.
I used hard edges to create the vertical lines, but from some angels it doesn't look smooth.
Also I used geometry to paint the color bands, cuz i thought it will look sharper, and I will need to swap their colors in run time. Is that a bad practice? Is UV's with different textures will be better? I can do some hacks with shaders to swap colors, but it seems like an overkill.
What else can I do to make it look better?

Thanks!



Replies

  • SameerAzimi
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    SameerAzimi polycounter lvl 3
    @TheAnosmic I would say to subdivide it or make the hard angles rounded. From the images I saw online the resistor is more rounded. If you don't want to subdiv you can add an edge loop between the hard angles and scale them up to get a more smooth transition. I would also say add roughness and specular detail, or play with the lighting because it looks flat at the moment. Hope that helps!
  • TheAnosmic
    Thanks!
    Subdividing will make it much prettier, but the poly cost is too high.
    It's true that real world resistors are roundier, but it's very clear from first glance what it is, and that's enough for the game.
    "roughness and specular detail" - like randomly to make it look realistic? or change some of the bands material? the bands are different material, I don't need a map for that, but I will try it.
    I'm trying to think about more things to do with lighting, but can't figure out both technically and artistically what to do.
  • Brian "Panda" Choi
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    Brian "Panda" Choi high dynamic range
    He means texture it properly and make it reflect the way it interacts with light in real life.
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