Hey guys, here's a stylized cart I've been working for quite some time on and off. It is my first FULLY made model, made exactly by myself, without any help or tutorials. First time rendering in Marmoset aswell so that was quite a fun project to work on and to see it come to an end is a really nice feeling for me. Hope you guys like it c:
I don't. There's still a couple subtle additions you missed out from the concept. The spine oft he roof needs some loose tile to break up the silhouette like it is in the concept.
Wheels need to be thicker.
Mouth of the chimney should not be perfectly circular.
Multiple wood beams need to flare out in size as they reach their ends.
Door needs to be bent and not perfectly shaped.
Texturing needs more subtle hue change splashes and thicker edge accentuation. Needs to overall needs to feel chunkier. I get a lean sense from looking at your model in comparison to the concept.
Good thing is most of these should be just geo changes.
Got a lot of nice stuff going on here! I like how you're approaching the roof tiles, with the subtle gradation and splintered silhouette breaks. If you're looking to keep tweaking it, I think there's a few places where you could bring it even closer to the concept. I'd agree with Brian that there could be a bit more "wonk" overall - flaring tips and changes in thickness, imperfect circles, some asymmetry in the way the weight of it sits. A lot of the fun in stylized buildings and vehicles comes from imagining that they're a lot heavier than they are, and thinking about how that would cause strain, sag, and bowing in otherwise straight lines. Texture-wise, I think it's worth noting that the concept simplifies and implies most of the roof tiles, and I think you could emulate that by baking some of your tiles onto a single plane and saving the individual geo for specific points of interest. Having everything a bit more grouped could also help you match the lovely gradient in the concept's roof, from deep purple-red to a more washed yellow red at the peak. All in all though, I think you've accomplished a lot here for a first full model, and you should be pretty proud of where it's at!
Thanks for the criticism guys, very much appreciated. I'm not going to tweak it any further because this project already took a bit chunk of my time and I felt pretty burnt out near the end and just want to move on to something new. Glad I at least managed to bring it to the finish line.
I agree with everything you said, the model could have been a bit more chunky and cartoonish with bent wood planks, thicker wheels, not-so-perfect shapes etc.
I spent a lot of time figuring out how to make the roof tiles and it took a lot of trial and error but this part of the model I'm really happy with how it turned out.
I also didn't spent nearly enough time in ZBrush on it because as I said, after multiple hours failing on what I wanted to achieve I just felt burned out with this particular project and wanted to get a final render with some quality instead of sinking another hours into it to try and perfect it and possibly fail even more.
Thanks again for the criticism guys, time to think about my next project for christmas !
Replies
Wheels need to be thicker.
Mouth of the chimney should not be perfectly circular.
Multiple wood beams need to flare out in size as they reach their ends.
Door needs to be bent and not perfectly shaped.
Texturing needs more subtle hue change splashes and thicker edge accentuation. Needs to overall needs to feel chunkier. I get a lean sense from looking at your model in comparison to the concept.
Good thing is most of these should be just geo changes.
I like how you're approaching the roof tiles, with the subtle gradation and splintered silhouette breaks.
If you're looking to keep tweaking it, I think there's a few places where you could bring it even closer to the concept. I'd agree with Brian that there could be a bit more "wonk" overall - flaring tips and changes in thickness, imperfect circles, some asymmetry in the way the weight of it sits. A lot of the fun in stylized buildings and vehicles comes from imagining that they're a lot heavier than they are, and thinking about how that would cause strain, sag, and bowing in otherwise straight lines. Texture-wise, I think it's worth noting that the concept simplifies and implies most of the roof tiles, and I think you could emulate that by baking some of your tiles onto a single plane and saving the individual geo for specific points of interest. Having everything a bit more grouped could also help you match the lovely gradient in the concept's roof, from deep purple-red to a more washed yellow red at the peak.
All in all though, I think you've accomplished a lot here for a first full model, and you should be pretty proud of where it's at!
Thanks for the criticism guys, very much appreciated. I'm not going to tweak it any further because this project already took a bit chunk of my time and I felt pretty burnt out near the end and just want to move on to something new. Glad I at least managed to bring it to the finish line.
I agree with everything you said, the model could have been a bit more chunky and cartoonish with bent wood planks, thicker wheels, not-so-perfect shapes etc.
I spent a lot of time figuring out how to make the roof tiles and it took a lot of trial and error but this part of the model I'm really happy with how it turned out.
I also didn't spent nearly enough time in ZBrush on it because as I said, after multiple hours failing on what I wanted to achieve I just felt burned out with this particular project and wanted to get a final render with some quality instead of sinking another hours into it to try and perfect it and possibly fail even more.
Thanks again for the criticism guys, time to think about my next project for christmas !