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[WIP] Aircraft altimeter

nikita_nomad
triangle
Hi community. I started to work on a simple asset for practise and to learn a few things here and there. The main goal for this project tho is to learn painter. So will eventialy texture it there. Refs below

Here are some early stages as well. Thanks.

Replies

  • nikita_nomad
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    nikita_nomad triangle
    A bit more progress. Getting some details in. 
  • Łukasz
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    Łukasz greentooth
    looks promising, it might be cool to have such edge damage on the edges of screws' drive recesses as well - where it could be damaged by screwdriver
    In general if object is not supposed to look heavily worn I'd try to keep edgwear rather subtle and non-uniform - just accents here and there rather than along whole edges, looks quite nice so far



  • nikita_nomad
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    nikita_nomad triangle
    Hi Lukasz, thanks for reply and actually great idea. I'll go back and sculpt bit more. In general this was meant to be a test project to learn painter and also learn workflow for high to low poly. Still learning, but really enjoying,  although not easy to figure it out on my own :) and I think I will go for a more old/worn asset rather then new looking
  • kosh3d
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    kosh3d keyframe
    @nikita_nomad very nice! Small projects like that are ideal for learning. I noticed that your model is missing the really big bevel on the back of the altimeter

  • nikita_nomad
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    nikita_nomad triangle
    Thanks, yeah, I've decided not to follow the reference that much, as it's really a practice piece. For me is more important to learn the workflow and steps. Actually can you guys advice if I'm doing it correct by creating a very low low poly?..or shoud I try to add more bevels to edges and a more consistent wires also..
  • nikita_nomad
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    nikita_nomad triangle
    I was watching a tutorial from one guy and he said it only makes sense to add geometry that adds to the silhoutte.. but the wireframe does feel overly simplified in that case...thanks

  • kosh3d
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    kosh3d keyframe
    I was watching a tutorial from one guy and he said it only makes sense to add geometry that adds to the silhoutte.. but the wireframe does feel overly simplified in that case...thanks

    This is correct, lowpoly wireframes for games should be, well, lowpoly. There is no point in having edgeloops that add nothing to the mesh. I have a breakdown of one of my projects here on polycount where I go into detail what's important for a lowpoly, you can check it out here

    Your lowpoly has a density mismatch between cylindrical shapes. The tiny cylinder in the center of the dial has almost the same amount of segments like your body cylinder, which does not make any sense. In the same key, the holes in the corners have only 8 sides which is very low and results in visible facetting. Same goes for the cylindrical shapes on the back as well. The "quadgrid" screws inside the dial are also way too highpoly. The strip on the back also seems to be super dense and could have been optimized a lot more.
    Otherwise it looks pretty good!  :)

  • nikita_nomad
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    nikita_nomad triangle
    Hi kosh3d, thanks for advice and for the link. It's really really usefull to me! I will probably screenshot it to be honest. I want to learn a good workflow and have a bit of planned approach every time I start a project. Also want to get somewhat ok portfolio to be able to look for any jobs(freelance, part time, doesn't matter really). But because I'm yet to work it all out I find myself jumping up and down the project. With this one I completely agree on all your points. I will go back to the low poly and redo some of it, need to get rid of the fasceting, reduce count on the smallest parts and then see what else needs attention. 
  • Łukasz
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    Łukasz greentooth
    my 2 cents on the bake - it would be good to have visible hole around the knobs, intersecting geometry always gives the cg-look, a round reccess baked from HP onto flat LP may do the trick

    Also I'd recommend having a look at this article with lots of hints (it's focused on weapons but a lot of that applies to any prop):
    https://piratportfolio.com/fpp_eng/
  • nikita_nomad
    Thanks for the link Lukasz, I will save it also. Did you mean to do like an intrusion in the mesh, boolean for example?
  • Łukasz
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    Łukasz greentooth
    Yes, I think could be a either a boolean cut or something like a gasket - anything what hides geometry clipping through a plane
  • nikita_nomad
    I think I can actually try to add it lkater in substance, alpha with just height maybe. Instead of adding more geo..what do you think? i am also reworking the mesh, changing back of big cilinder to match the reference more, fixing some faceting and just general clean up. Will post more screenshots as soon as :)
  • nikita_nomad
    I have reworked the big shape and added some extra wear on the screw as suggested. Looks better now, thanks :)
  • nikita_nomad
    Bit more progress, UV's are done(I think). Will do some test bakes soon.
  • nikita_nomad
    I've done some minor changes/improvements on the low poly and baked some maps as well. Bear in mind it's first time I do this, so any advice and comments are very much appreciated. Thanks :) 
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