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Typewriter lowpoly question

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This discussion was created from comments split from: What Are You Working On? (3D) 2024.

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  • aSocialCrab
    Hi everyone, I have a question if this is enough for a portfolio, meaning I will be doing a full pipeline (HP, LP, Bake, Texturing) but is there enough detail in it and how dense low-poly should be. It's hard for me to say because I'm a bit asocial and my environment doesn't help me with this.

  • sacboi
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    sacboi high dynamic range
    This is one of Dylan Abernethy's assets for a course he created applying his personal pipeline and I believe it's now free.

    There's certainly a ton of work including about 4 or 5 apps involved making it, overall pretty neat workflow however fairly important also keeping in mind is avoid adding tutorial content too your portfolio.

    Although by all means use what you'll learn, constructing a different typewriter/apparatus of similar complexity but not his because like me, the eyeballs that'll matter once uploaded to AS may recognize it aswell which will only prove to them your ability in following instructions and not much else.    
  • dimwalker
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    dimwalker polycounter lvl 16
    Oof, this is not a lowpoly-friendly mesh.
    Imho it's often better to come up with own weird design version otherwise it will be a choice between massive bake projection distortions and lowpoly not being that low to support all the holes, spaced out, seethrough stuff.
  • aSocialCrab
    sacboi, I was aware of this tutorial but did not follow it. All I took from there was the refboard and some plugins he recommended otherwise my work was done on my own, and honestly it seems I did a better job in terms of shape, proportions, and details. Including all of the above it's still a bad idea to include this work in a portfolio just because of the association ?
  • aSocialCrab
    dimwalker,  It confuses me sometimes, follow the reference, the number of polys doesn't matter for a portfolio showcase, they said, and now you are saying the design is not low poly friendly, I really need someone with a strong understanding of what you need and show for whom, and it better be me.
  • dimwalker
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    dimwalker polycounter lvl 16
    dimwalker,  the number of polys doesn't matter for a portfolio showcase, they said
    I think what is usually meant by that is polycount doesn't matter for rendering.
    Here it's not the polycount itself that I think will be a problem, but object's design. You can see everything through everything, can't just bake it to a box (like a fridge or old TV set for example). Most parts would need to be a separate piece. Cylinders will probably require support loops to get rid of wavy edges etc. I guess it comes down to what you consider to be a lowpoly.
  • Eric Chadwick
    It’s an impressive bit of modeling work, I think it’s worth showing. Just make sure to include a bit of text explaining how it’s inspired by Dylan’s tute. 

    I agree this would be difficult to make an efficient clean in-game mesh from. Good concept artists know what kinds of designs to avoid creating for a game context, because of issues like this.

    I would suggest leaving this as it is, and starting the next project.

    If you’re just starting out, it helps to choose small projects, things you can learn from and not get discouraged by. Complete each one and keep applying what you’ve learned towards the next!
  • Eric Chadwick

    One thing that’s worked well here is to start a new Topic and post your work in progress, with frequent updates as you go along. Ask for feedback. But keep going whether you get any or not. Be a force of nature! Kick ass and chew gum! You got this.
  • aSocialCrab
  • poopipe
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    poopipe grand marshal polycounter
    dimwalker said:
    Oof, this is not a lowpoly-friendly mesh.

    If someone asked me to bake that I'd be extremely enthusiastic .. about finding someone else to do it :D 

    if the OP is determined - breaking it down into simpler volumes is the right place to start - eg. the hammer thingies (attached to the keys) are basically a solid mass when seen from a metre or two away, as is the carriage, the main frame is relatively straightforward in isolation and so on. 

    this stuff is all about sillhouette at your desired view distance 
  • aSocialCrab
    poopipe, thanks for the advice, but I think I'll end it there and start a new project, much simpler, I think that's the right idea.
  • Klunk
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    Klunk ngon master
    a lot depends on how you imagine the "low poly" asset being used.... as a prop in a fast paced action game not so much.... as part of an atmospheric real time cut scene of some historical detective game and it's seen close up (e.g. someone perhaps typing) then yeah you could make it work with a bit more geometry.
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