Hey guys, I haven't posted too much on these boards for critique, but there's no better time than now. I'm doing this model based off a concept for a Garage Games internship position. I REALLY hope to get this as this is my first real chance to get a scratch in the industry. Currently the model rests at 837 tris, and I don't know if I should put in more detail or just let be. There's a few optimizations that could be done as well, lowering it even farther. Here's the concept and model:
Is this a decent average in polycount? or is it too high/low. I'm going to have to start UVing this after..something I really haven't touched as much base on as I would like. Thanks in advance guys!
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Yeah, its still dependant on what the target system of the game is and what kind of game its being developed for.
EDIT: I don't know the approximate figure, but it should be portable into Torque. I'm assuming anything from 400 - 1000 tris is pretty acceptable as a static object
By the way, is the internship going to be unpaid? I hear these horror stories of companies getting six months of free work out of newbies desperate to get into the industry. Only American companies, as far as I know. How evil can you get? Best of luck anyway mate =D
edit : : was typing this when someone else posted - I don't know much about the torque engine, but I think you could be a little more generous with the polys and get away with it. Check out the Tribes forums to see if any modders there can help.
The model looks fine, but if I were you I would try to take it to that next level, especially with 150 polys to spare
First: Judging by the wire...the top of the tower...it's roof..........it's really, really oddly shaped...from the first pictures it looked like a cylender just squished in the middle...but the wires make it looks like an oddly deformed and all....at the top, you have verts welded together and others pushed at an angle, and yet the bottom seems to be perfectly circle (however, apply my NEXT crit to this roof as well)
Secondly, assuming this is mid evil times (maybe even a bit earlier), you aren't taking into consideration the true aspect of the times.
The roofs for instance, are PERFECTLY cut and PERFECTLY square...Roofs back then were either thick straw/whatever, or wood....I seriously doubt it would be as perfect as you have it (you can even see it's not in the concept) I'm sure making it wood would be the best option, but even so, it still should vary a bit in lengths and edges and such
Also, maybe those wood columns at the base of the tower should be bent a bit, not so straight
Same thing for the doorways, but I dont think that is *that* important...just me though...still should do it if you can
Maybe adding a few dents in the wall might be a good idea too, but then again, the concept doesnt really show that
***EDIT***
Actually I just looked at the concept again...maybe add some cracks on the walkway and near the ground, would be neat
besides that, it's looking great bro gl with the job!
Also looks like you changed the water-wheel into a giant cog, which makes slightly less sense.
Overall, I think the piece is too well made. Everything is too exact. throw in some imperfect corners and uneven surfaces, try and capture the charm of the concept.
But I would keep with what you have now and texture it first. Then go in there and start manipulating the geometry. It'll make visualising the effect you're after if everything (or at least the majority of it) is textured.
Thanks again for all the crits guys, you have no idea how sweet it is to be given pointers by some amazing artists.
I'm debating whether I should touch the highlighted points or not. The door on the tower I really can't simply because the way the door was cut into the cylander was that it was on the corner, so I need that extra slice there anywho. I wanted to give at least some kind of curvature to the roof and thought that part was actually noticed. I think I am going to do the top part as you said though, instead of putting blocks just making a cylander like the one below it and alpha mapping the posts holding it. What size maps do you guys think would be good for a structure like this? Thanks again!
edit+ Those steps near the tower I would give those more of an incline . Looking at the concept sketch there would be a bit more of a drop to the second wall . The steps are spaced to close together it looks like maybe there should be 2 steps instead of 4 right now .
In general, it's not reading quite as organic as the concept. As others have pointed out, the posts and walkways are too straight. Take a look at some screens of any of the Jak and Daxter games for low poly modeling that still reads as natural and organic for reference.
When laying out the texture or textures, remember to acommodate aging effects.
Likewise, most of your timber areas can share one or more "wood surfaces."
Decide what is going to be the focal area of the structure and budget some sort of special texture for it, something that draws your eye to it.
the water wheel thing has a lot more slats in it.
The steps have a lot more depth and all seem to be the same width in the concept.
you have a step that is a lot wider in the middle for some reason.
Lastly the water wheel housing has a diagonal beam.
Ugh...it is quite apparent that I am hated by God by now. Ok so I realized part of the water wheel (that doesn't make any sense) was clipping into the castle, so I switched out of unwrap mode to go back to normal edit poly mode. Unfortunatly after doing that and going back to unwrap mode, none of the dimensions for projects became pickable. Any advice will be great, I don't know if I hit a button or why it would be doing it. Thanks and here's a pic.
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Looks like you were in polygon sub-object mode when you applied the unwrap modifier. Collapse everything, make sure you aren't in sub-object mode, and re-apply the modifier.
Good luck!