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Old travel chest

polycounter lvl 18
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JO420 polycounter lvl 18
travelchestbu1.th.jpg


Hello,been a long time since i posted but heres something i bgean a few days ago. 1399 polys and 2k's for normal,diffuse and specular.

Any suggestions on how to improve this appreciated.

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  • hawken
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    hawken polycounter lvl 19
    hope you did the inside
  • JO420
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    JO420 polycounter lvl 18
    [ QUOTE ]
    hope you did the inside

    [/ QUOTE ]

    No why so,you think at the resolution i made it it should have an interior?
  • aniceto
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    aniceto polycounter lvl 18
    looks damn nice JO420 smile.gif cant think of any suggestions.

    some closer shots would be nice(considering the map size)
  • MoP
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    MoP polycounter lvl 18
    whyyyyyyyyy so many polys and huge texture size?
    you could make this look just as good if you normal-mapped a sub-100-poly box and made effective use of a 512x1024 ... at the moment i'm really not seeing where all those polys and resolution have gone!
    any chance of seeing flat textures and a wireframe/shaded shot? i'm interested in seeing where all that stuff went, since it isn't immediately apparent from this image.
  • EarthQuake
    It looks to me like its a showpiece, if you're making a showpiece for upclose renders why WOULDNT you put in enough polys to actually model in the details and not just have a flat normals map? I do NOT agree that you can make it look just as good on simple box when you lose all those details, maybe in game when you never get close to it but DEFINATELY not if you're doing close up renders of it. Thats just silly.

    It looks great man.

    [edit] I'll also point out that it is pretty common practice to make assets at a higher res than you're normaly used to seeing and then scale down as need be, that way you can always scale back up without redoing assets. If something like this is really what you would typically do this on? Probablly not, but the point is still valid.
  • poopinmymouth
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    poopinmymouth polycounter lvl 19
    There is also the issue of showing off your ability to work well with current technology. I am with Mop, in that I think this could be made with fewer polys and smaller textures with no discernable difference whatsoever, even filling the screen on a TV in 1080p. There is just nothing going on that warrants that much resource usage. When I look at it, and see those specs, I just think of the waste, which makes a poor impression when showing something off.

    Please show the wires and textures, I'm interested to see as well. The metal is the best part as is, I'm not getting the best feel for what the beige part is constructed of. I'd also like to see some shadowing from the metal latches built into the texture. Especially at that resolution of texture map.

    poop.gif
  • MoP
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    MoP polycounter lvl 18
    EQ: Your point would be valid if there were any actual modelled details that we could SEE.
    At the moment I can see a box with slightly bulging edges, and 3 fairly chunky locks on it. I know of no reason why that would require over 300 polys, let alone over 1000.

    It'd make a much better impression if he'd actually made something which was worth the polys and texture space there. 2048x2048 is more than most current/next-gen main character models get, and this is just a mildly interesting, fairly small box.

    I'd love to see where all those polys went, 'cos I'm just not seeing them in this render... and if they're not adding anything (like it seems they aren't), then they shouldn't be there - like Poopinmymouth says, in that case it's a waste.
  • conte
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    conte polycounter lvl 18
    Nice chest.
    hehe, your pornavatar rules=)))))
  • JO420
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    JO420 polycounter lvl 18
    oldchest2wa2.th.jpg

    Poop/Mop :I agree about the poly use,i did waste a bit trying to make the outline of the middle lock too noticeable. Ill have to plan out my low polys more in the future smile.gif but where the polys go is the 3 front locks and the 2 back hinges as for the texture size it can easily be scaled to 1024 and preserve most of the details with the exception of the layer with the carpet material which id likely have to adjust the layer a tad to prevent from being too noisy.

    A question,when making a low poly piece which covers multiple seperate high poly pieces is it best to build each low poly piece seperate or 1 whole mesh which covers them all?

    As for the texture resolution,the entire model is uniquely mapped,i wanted to give some nice detail to every side to show its history. And poop the inner section you inquired about is a carpet like material used in various objects like suitcases and bags( aka where the term caarpetbagger came from denoting carpet bags which politicians had with them)

    What ive done now is add shadows into the AO to where the locks are,ripped some of the carpet from the edges of the chest and left some exposed metal,adapted that to normal and spec also. I also added normals to the ribbon,stickers and adapted their specular according also and added a general layer of dirt and some drip damage under the locks. and i also cleaned up the metal for the 3 front locks and specular to make the pieces more noticeable.

    As for the back and under parts i havent touched yet.
  • MoP
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    MoP polycounter lvl 18
    If you wanted to give nice detail to every side, why not just use a tiling carpet/canvas material underneath, and then float the badges on top with decals? It'd save a ton of texture space.
    As for the polys, I still can't see where they're all going - any chance of that wireframe? smile.gif
    You've matched your reference pretty well, but I reckon it'd be a really nice addition to put those metal rivets seen in the reference around the sides of the box - it'd add a lot, if you wanna show off detail.

    I still don't think you needed to go that high with the polys/textures to pull off something that looks identical. If you post the flat and the wireframes I can maybe whip up a quick example to show you how I'd tackle an object like this.
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