Hello everyone, these are my first two props for my portfolio. I have six months left of school (yeah it's the Art Institute), and would really like some crits to make sure I'm going in the right direction. Thanks in advance for the crtis! Both the texture are 512x512, the gas can has 924 tris and the lantern has 1,345 tris. Both these props were made for PS3/360 games. [image]
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Replies
As far as props go these are decent but to really catch attention a scene is needed. It helps tell a story.
Look at Adams thread on here for his remake of a Lucasarts Classic...
http://boards.polycount.net/showflat.php?Cat=0&Number=223400&an=0&page=0#Post223400
He has a huge collection of props in there and while I'm sure they would look good by themselves for the most part they really look amazing in the scene all as one.
You really want to make something that is going to set you apart from the crowd and show that you can do next gen stuff. As in model high detail, high polygon objects to get your normals from. Crazy bump and nvidia filter are nice but a lot of companies will want you to be able to build a 3 million poly computer console as the basis of the normal model.
Don't just limit yourself to being a "props" artist. Many companies include props in environment art but if you only show you can build mailboxes, trash cans, gas cans, and the sorts they might not know you can build full on buildings, tanks, weapons, etc.
Just a heads up...
Additionally, you're going to want to show that your props work in a full environment nicely.
Your models are ridiculously overusing polygons and are incredibly wasteful. I'd guess you're wasting 700 or more triangles in your gas can. If you built it properly you could have three times the number of objects of that complexity in the scene. Your lamp is just as wasteful but I only feel like doing one paintover:
and yeah Ghostscape beat me to it on the gas can. That thing is like total definition of poly wastage.
The blue edge on the bottom provides such a slight silhouette change as to be almost unnoticeable. Removing it and adding a slight taper to a high poly model to bake from would accomplish the same thing visually. The detail it provides to the silhouetted is so slight that unless the gas can is filling the entire screen at 720p for significant periods of time, the detail will not be noticed and is therefore wasteful.
While we're at it, the textures are really large, but if this is a showcase item then it's okay to have large textures to show off your texturing skill.
I completely agree that the props are a bit high with poly's but again I'm just going with what my instructors are telling me to do. They tell me with "next gen" upon us we can have rounder shapes and chamfer the edges now, and that if I wanted to have the blockier shaped props that I should aim my portfolio for MMO's and not next gen.
As far as normal maps are concerned, I'm not trying to pass my props off as normal mapped. I'm still learning how to normal map my stuff, and agree that I should go back and make a high poly model to use as a normal map.
Thanks again for the crits guys!
While we can use more polys these days and more things are restricted to shaders / texture memory you never want to "waste" polys.
Naturally, the more "center stage" an object is going to be, the more polygons you'll want to define that shape, but the sort of props you're modelling are going to be very small in most situations.
Lets use the davy lamp you've made as an example (no images, I'm too lazy, it's too late, and I don't have a modelling package at home). You've got a lot of detail modelled into it, with a dent and nice smoothly rounded cylinders and a large texture of course.
Now, what would that object be used for in game? Just hanging around, being held up by a character? In both cases (on a hi-def console output in a 3rd person game) the lamp is going to be maybe 100 pixels across at most during the majority of the time it's on the screen. At that size if your cylinders are three sided, you don't model the dent and you chop out half the poly's of the lamp's overall curvature, no-one will notice except other game developers (we do love to pick apart the art of other games). In fact the higher number of polys will be slowing down the game more, not just because there's more of them, but because they're smaller on screen - game engines generally don't like polys that are really small, or really big on screen.
The texture would also be an issue - you'd never see the full texture, just the scaled down mip map, wasting all your hard work.
Of course if your lamp was going to be held by a character in first person (like the torch in Doom 3) then the way you have it is probably acceptable, except the dial on the side still looks a little high (IMO).
As for never having a hard edge... sure, that's awesome if you're going into movies with unlimited poly and texture budgets, but you can't get away with chamfering every hard edge in a game environment (it's those super small polygons again). Even normal maps aren't going to help on every hard edge as they're limited to the size of the texture (1 pixel can look awfully wide when you're limited to a 128x128 texture on an object 3 feet square). You do have the benefit of anti-aliasing on most console games though, and they do have the side effect of smoothing out those hard edges a little.
In your case I'd keep the objects you have as they are (no sense wasting them), and labeling them "cutscene props" or something similar, as props for real-time cutscenes can be higher res if they're going to be close to the "camera", and then doing a series of lower poly, lower texture props (maybe the same ones, maybe all new) that are for in-gameplay use.
Ask yourself not just what the prop is, but what it's used for and where on screen it's likely to appear, and then make it with that in mind.
"Next Gen" polycounts are not an excuse for being wasteful. In the gas can example, you could leave all the red edges in, but you should still generate a normal map and remove the green/blue edges.
Employers will never be turned off by higher polycounts - the number isn't the issue. The waste is the issue. Where is Johny's great example of 6 different 100 triangle guns? That's the best illustration of the point.
I'm sorry if I'm being blunt here, but "nextgen means more polys means I don't need to be efficient," "everything needs to be uniquely unwrapped for a normal map" and "here is my 100triangle model with 2048x2048 textures" are the unholy trifecta of shit that gets passed around as acceptable when it's all fucking wrong.
The important things to consider when making assets for a game is that every jump in texture size is the equivalent of 4 smaller textures - there are 4 256x256 maps in a 512, etc. And so every time you increase the texture size by one level, you're functionally quartering the amount of that prop you could put on the screen at once. So if the gas can is important, will be seen a lot/by itself, etc, a bigger texture may be warranted. If it's going into a scene that looks like a garage/workshop and is full of stuff, a 256x256 would be better because it means you can fit a 256x256 gas can, wheeled stool, lamp, and toolbox all in the same amount of texture space.
Something I do a lot to decide on texture sizes is to take the object and scale it to the size it will actually be in game on the screen - most games run at 720p IIRC, which means the screen is 1280x720 pixels in size. mark off that amount on your monitor (resize the max window so the viewport is that big, for example) and then zoom in/out until the object is about how big it will be on screen.
Then apply this checkermap:
It has a 1pixel checker on it, and is 512x512. If you can't see individual pixels, cut the tiling value in the material editor by half and check again. You're looking for the sweet spot where you just barely can't spot the individual pixels - that's the texture size you should use. The map is a 512x512, so if you need bigger, just tile it twice and work from there.