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[WIP] In-Game Shopping Cart

franman
polycounter lvl 13
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franman polycounter lvl 13
This shopping cart is modeled for PC and console gaming.

Currently it sits @ 1687 polys (3246 tris).

Is the poly count too high, too low or just about right?

UPDATE: It now sits at 1412 polys (3092 tris) and you no longer see those artifacts.

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  • franman
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    franman polycounter lvl 13
    I noticed when adjusting the resolution in Substance Painter (from 4k to 1024), I noticed some distortion especially at the front end.

    At 4k, it looks close to fine.


    At 1024, you can see distortion at the front.


    Here's the UV map with the red highlights indicating the area of error.


    How can I fix this? and are there any other resources you need from me?
  • Brian "Panda" Choi
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    Brian "Panda" Choi high dynamic range
    Well, what resolution are you planning to export at?

    Those artifacts can be ignored if your intended resolution is fine.

    What's causing it is the mipmapping at the UV island edges, pre texture bleed.
  • CrackRockSteady
    franman said:

    This shopping cart is modeled for PC and console gaming.

    Currently it sits @ 1687 polys (3246 tris).

    Is the poly count too high, too low or just about right?
    It's entirely dependent on the use of the model within the project.  Knowing that the target platform is PC/console only answers one of many questions you'll need to determine how much geo should be used.
  • Alex_J
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    Alex_J grand marshal polycounter
    If you've built your topology in a way that reducing it for LOD's is easy, there isn't really any issue of the polycount being too high. If you went overkill and made the thing so high that any game would require it to be reduced, that's probably objectively too high. If the question is really killing you, I'd recommend downloading some modkits from Unreal and poking around to see what's been done in published, successful games.


  • franman
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    franman polycounter lvl 13
    Well, what resolution are you planning to export at?

    Those artifacts can be ignored if your intended resolution is fine.

    What's causing it is the mipmapping at the UV island edges, pre texture bleed.
    The resolution I plan to export at will be 4k (3840 × 2160).
  • franman
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    franman polycounter lvl 13
    I've updated the model (plz see first post).

    It now sits at 1412 polys (3092 tris) and you no longer see those artifacts.
  • franman
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    franman polycounter lvl 13
    I've updated my shopping cart (plz see first post).

    I'm concerned on both the aluminum framing and the wheels.

    Aluminum, because I have yet to find a good reference image of a used cart (need to find a way to type a good search algorithm on Google).

    Wheels because I'm fairly new to Substance Painter and still learning the ropes more on that below.

    With that said here is a reference image of the tire on side view.


    You can see between the edge of the black tire and the white inner groove a dirty what circular line.

    I want to achieve that in Substance Painter but can't figure out how to.  If you look at the model on sketchfab you see none of that.

    Question then is, is really a big deal? should I worry about fixing that or just wing it? and if should be concerned about it then plz guide through Substance Painter plz.
  • franman
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    franman polycounter lvl 13
    I've updated my shopping cart again; plz check first post.

    Texture-wise do you guys see anything that doesn't make sense?

    Here are some reference shots (photoshop'd to expose more on the grunges) for you guys to use as texture reference.

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