Hello, I'm new to polycount and I hope I'm using the site correctly.
I'm currently working on an anthropomorphic tiger with overly detailed armor.
The character is my own and the armor is by the artist Woong Seok Kim
Armor Reference (
https://www.artstation.com/artwork/RYKWDr)My goal is to create a game ready character that I can put in my portfolio with a good presentation.
For the armor I made some small changes to the belt from the concept. The high poly mesh was made through conventional modeling and looked like this:
For the low poly version, I reduced the amount of subdivisions, but it still had 203,539 Tris & 108,953 Vertexs.
As this is a portfolio project, do you believe that the polycount needs to be reduced further, or is that fine?
I've also baked the low poly textures on Marmoset
For the tiger, I made two versions, one containing hair and one without.
I would like to know what I could improve on it and advice when setting up the post on artstation. I've never gotten a job in the 3D creation field, I'm looking into it and would like advice if possible.
Thanks for taking the time to read this and checking him out!
Replies
I'm also curious about how you're texturing this. Right now, it looks like you just have basic materials applied. You could lower your poly count and bake down your high poly to create a nice normal map and then get some cool grungey textures on the low poly.
1. Your point about the tiger and the armor not being on the same page is very valid and absolutely right. My references to sculpting the tiger were more cartoony. The armor, being so detailed, really looks too realistic. I will try to improve the tiger to give it a more realistic look
2. The texture is exactly what you said, I just put some solid materials and bake it, I didn't do any paint treatment. Your suggestion to add dirt texture seems to fit the idea of making the project more realistic, I'll try to do that.
Thank you very much, I will try to do my best to get a good result with your advice
Now i'm thinking to remove the tiger head and finish the concept with Helmet... I wanted the tiger, but I think for the moment it would be better to save it for a future project.
For now this model is the one without textures, I still need to unwrap some parts
I still intend to make more changes to the helmet
@pxgeek
I'm really moving away from the concept a bit, but I don't think I'm going to waste too much time on polygon optimization as it's a portfolio-only project, I don't intend to use it in a real game.
Art leads will check for your ability to create a functional low poly mesh that can be animated. You need to show your lowpoly when showing the model. They'll look for how easy the model is to be animated as well. So if you're breaking from the concept, it's important to make changes that turn this from just a concept to a model that's actually game ready.
red = spikes or areas that will definitely clip.
green = areas that need sculptural detail that indicates that it can articulate and move, or needs more space for animation.
blue = this is a common weak point of 3d artists. Metal trim on cloth doesn't work. Don't fall for the same mistake WoW does with their gold trimmed capes. This needs to be gold filament embroidery, not solid metal.
Besagews could be a lot bigger. sabatons need work. Tassets need connection points. Add more hinges, for instance there should be one between the first thumb lame and gauntlet. Gauntlet finger plates should be overlapping.
Use real references for armour. https://imgur.com/user/Zetheros