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Cottage House Critique

Hello community! I would like your help by hearing about your feedback for this cottage house.

Are the proportions of the model good or bad?

Is the scene interesting or dull?

Is the polycount too high or low for this model?

Any other feedback is appreciated! Thank you in advance for your feedback.


Replies

  • Muzzoid
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    Muzzoid greentooth
    All your questions are relative, but i do see some big proportional issues, throw in a human size reference model and compare the size of your assets to it.

    Look at the stairs, 4 steps is as tall as your door, and the barrels are 2/3 the height of the door. Then look at the lattices on the windows, they are super thick, when they'd be pretty thin in reality.

    If in doubt use reference.

    but the modelling seems fine. Polycount, really can't judge without context for the sort of game it is or if it's for a film.
  • iam717
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    iam717 interpolator
    I'd learn how to either measure with an accurate to real life scale "human anatomy model", or learn how to work in real measurements, in the end you can "translate it after the fact", to whatever requirements are expected for the projects.

    Any environment artist or whomever knows is welcome to correct me but i feel this just makes sense, yes even with stylized assets.

    I like it, not very dull, are you going for stylized?  If so look at some of the already posted stylized houses on your favorite game art sites.  Or even material artists portfolio's they have attention to those details and for me if i was making this, I'd utilize all of those material artists reference "products", they are selling them so yea if you are good you can do your best to replicate them or just buy them and credit them (at the texture stage.)

    If it is all for learning then yes, I'd recommend learning it and not taking the easy way, but for "quick" get it over wits, purchase use and go.

    TMi,
    I really like this idea, i once was compelled to make the entire environment of the "Gummies bears", 80's cartoon from castle to town to the underground living quarters of the gummies.  I just really liked the whole situation, i thought it was a neat idea and it would probably make for a very decent game, i did not look up if they made one already but yeah it would've been nice.  (HQ, overwatch+ style, type of situation not anything lazy though.)  Probably should've kept this to myself but i'll probably never get around to it, if anyone studio or otherwise with pocket$ to $pare, hit me up and i am all in on asset building.
  • SquishyEdgelord
    Muzzoid said:
    All your questions are relative, but i do see some big proportional issues, throw in a human size reference model and compare the size of your assets to it.

    Look at the stairs, 4 steps is as tall as your door, and the barrels are 2/3 the height of the door. Then look at the lattices on the windows, they are super thick, when they'd be pretty thin in reality.

    If in doubt use reference.

    but the modelling seems fine. Polycount, really can't judge without context for the sort of game it is or if it's for a film.
    I definitely see the proportions being very off now. This was an earlier build and I used references, but I believe I made the mistake of not looking at them after some time. I never thought of simply adding a human model to give me a reference for proportions, I will be sure to try that next time!

    Thanks for the feedback!
  • SquishyEdgelord
    iam717 said:
    I'd learn how to either measure with an accurate to real life scale "human anatomy model", or learn how to work in real measurements, in the end you can "translate it after the fact", to whatever requirements are expected for the projects.

    Any environment artist or whomever knows is welcome to correct me but i feel this just makes sense, yes even with stylized assets.

    I like it, not very dull, are you going for stylized?  If so look at some of the already posted stylized houses on your favorite game art sites.  Or even material artists portfolio's they have attention to those details and for me if i was making this, I'd utilize all of those material artists reference "products", they are selling them so yea if you are good you can do your best to replicate them or just buy them and credit them (at the texture stage.)

    If it is all for learning then yes, I'd recommend learning it and not taking the easy way, but for "quick" get it over wits, purchase use and go.

    TMi,
    I really like this idea, i once was compelled to make the entire environment of the "Gummies bears", 80's cartoon from castle to town to the underground living quarters of the gummies.  I just really liked the whole situation, i thought it was a neat idea and it would probably make for a very decent game, i did not look up if they made one already but yeah it would've been nice.  (HQ, overwatch+ style, type of situation not anything lazy though.)  Probably should've kept this to myself but i'll probably never get around to it, if anyone studio or otherwise with pocket$ to $pare, hit me up and i am all in on asset building.
    Thank you for the feedback!

    I do struggle with proportions on bigger models and the suggestion of a scaled human would be a great habit to build up for me. I lean more into stylized modeling, but sometimes I think I struggle with crossing into realism especially when I take models into ZBrush. I'll often forget that I have references cause my imagination runs a little wild with ideas. I'll be sure to look up more artists and really pay attention to how they model and texture!
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