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Prey Water Fountain Fanart

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Kainkun node
I tried making a 3D model from a concept art by Dmitry Sorokin
I'm still pretty bad, I'm still trying to figure out how to get clean baking and where to use baking. Am I supposed to bake everything? I also need to learn how to make a high poly model that works better with the low poly.
I put everything into a single 2048, texture. Is it a good idea to use multiple textures for something this complex/big? (Maybe higher resolution?)
Its 6153 triangles, is that too much or too little for a game asset?
Thanks :smile:


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This is his drawing that I used as a reference for my model.

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  • Brian "Panda" Choi
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    Brian "Panda" Choi high dynamic range
    Could use some water scum marks, the kind you'd see in the Dyson Airblades where the water runoff goes into a trench.

    Looks solid.  It's fine to keep it on one sheet given the likelihood this isn't a hero prop.

    Your tri count looks fine given the shapes you've had to make.  Nothing simplygon or InstaLOD can't handle if need be.

    What are you baking with?  What do you mean you're having trouble with the bakes?  I do see some jagged edges in places that shouldn't, but I can't tell if it's because of your texture size or bake issues.
  • Kainkun
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    Kainkun node
    I still used the substance baker for this one, I'm planning on using marmoset for the next one. A big problem I have is that flat surfaces become curved.

    see, the corners are gone and the flat surfaces are curved.


    It looks worst on things with strong highlights too. (the glass)


    I think the jaggedness is from texture size. Is there anything I can do about that?
    Also, I heard that its not the best Idea to do all texturing in substance and I should use photoshop? Is that true? I'm not sure what the process of that would be
  • Kainkun
  • Brian "Panda" Choi
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    Brian "Panda" Choi high dynamic range
    Havee you tried baking with the low poly where you've hardened normals on the UV islands and separated normal edges on your UV map?  Looks liek you just smoothed or averaged all the normals on everything.
  • Kainkun
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    Kainkun node
    I'm not sure exactly what you mean, I tried hardening all edges that are the edges of UV islands if that's what you mean. I also noticed that when I export FBX, it hasn't been exporting the smoothing groups so I exported as OBJ and that works better. 
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