I'm learning unrealed at my school, and am just getting into importing and creating static meshes, here's my first one that will be for my western themed level.
u are wasting a lots of polys there. plz check your mesh again and think about what poly u have is really forming the shape of your model and which not. and then get rid of them,
what they said. or, in other words, get rid of all the verts on the table-top. the center one and that extra ring serve no purpose. lot of other wasted polys, but start with that.
Are the legs of the table supposed to be a lighter brown than the top of the table? I think it would look better if they were the same color. And a minor nitpik, but I think it'd help the realism of the texture along the side of the table matched up with the top.
The wasted polys are defineatly an issue. You can save quite a bit by having the mesh NOT be continguous, as well.
As far as the texture goes, the only thing that bothers me is that you have the beer mug the same pixel area as the entire table top. All the texture for the mug should be about the size of the "handle" in the texture. Also, use the clone brush a bit on photoshop. The texture repeats a lot.
I would make the cards on the table separate polys. That way you only need the texture for table top/bottom once and you can use more texture space for the cards so tey cna have more detail.
Maybe make the cards a separate static mesh all together so you can use them in other places in the level.
optomization hadn't really crossed my mind, which is funny cause it does when i make characters, i guess i'm just excited about putting my work into UT! i'm gunna make a brand new table from scratch for the final level, and ill be sure to optomize it, thanks for the feedback guys!
Now now, there's no call to completely recreate what you have there. You already have a very solid base to work with. It just needs some tweaking and optimization here and there. It might take longer if you just start over from scratch again.
much better. could take it further, though. if you're in editpoly (max) select that center vert on the tabletop and backspace it. the beer mug also has a lot of verts that aren't adding anything to its shape or sillouette. i'm guess there's cards on the bottom of the table as well? I'd go with Ikraan and make them a seperate plane, that way you could increas their number easily for variety if you had more than one table.
one major thing that bugs me that no one else has mentioned(if i missed it i'm sorry) the planks don't line up from the top of the table to the sides, also as others have mentioned, if a vert is not helping shape, then its only helping waste! any vert that does not change the models contour should be removed (unless its there for a reason, like animation, or spliting up the mesh for texturing.
Replies
As far as the texture goes, the only thing that bothers me is that you have the beer mug the same pixel area as the entire table top. All the texture for the mug should be about the size of the "handle" in the texture. Also, use the clone brush a bit on photoshop. The texture repeats a lot.
Maybe make the cards a separate static mesh all together so you can use them in other places in the level.
2nd pass, a bit more optomized, resized some texture stuff....