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A modificated Warangal Fort Plate, looking for feedback

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erebus9 polycounter lvl 3
Hey guys, I’m about to finish this piece for my portfolio, and I’d love to hear your thoughts on it. I’ve been working on it for quite a while, and I feel like I’m losing the ability to judge it objectively.


i'll add main reference that i've used for this artwork, but want to notice, that there was no goal to mimic it 1 to 1



Replies

  • Eric Chadwick
    Looks pretty amazing to me!

    But it’s not great as a selling point in a portfolio unless there’s some context. What is the intended use of this model? Is it meant for a real-time game level somewhere? Is it going to be part of a larger piece? Is the detail going to be lost once it’s all integrated and shown in context?
  • erebus9
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    erebus9 polycounter lvl 3
    Looks pretty amazing to me!

    But it’s not great as a selling point in a portfolio unless there’s some context. What is the intended use of this model? Is it meant for a real-time game level somewhere? Is it going to be part of a larger piece? Is the detail going to be lost once it’s all integrated and shown in context?
    Hm, i was making it being suitable for the game usage in mind, though my main goal was to make it as good as i can regarding the visual quality, so i have partially neglected optimisation, currently its about 40k polys and 2 texture sets at 4k resolution, though if i drop them to 2k, it doesn't result in a significant quality drop, so i think it could be a 1 4k texture for the whole plate, which is 2x2 meters in size, and with a further optimisation the polycount could be even lower. 

    Also, the render was made in marmoset using the ray tracing. 

    What do you think it's better for me to do? Optimise it properly? Show it in a real-time environment? Or maybe just make a suitable real-time lighting  in marmoset and add it aswell, as a real-time demo of this piece?
  • Eric Chadwick
    How were these sculptures used in the real world? As an architectural element in a coffered ceiling?


    If so, the player in a game level will never get very close to it, so if you're trying to demonstrate knowledge of game dev art constraints, then think about texel density for a level and how many pixels this part of the ceiling would get.

    Or you could just show it as a standalone example of modeling ability, and describe briefly what your workflow was for it.

  • erebus9
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    erebus9 polycounter lvl 3

    I don't know how you've done that, but your guess about the ceiling parts is absolutely right. Actually, it was created during an art challenge, so I was just aiming to make the best possible piece from a visual perspective. I've heard in some interviews that it's possible to adjust or teach someone the technical aspects, but it's much harder to make a person into a true artist with an artistic eye and so on.

    That said, I got your point, and thank you for your valuable tips. I will definitely be more concerned about the purpose of my future work. I’ll aim not only to make it look good but also to ensure it has a real use case.

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