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Some WIP art assets for a UT3 DM level

Hi everyone! I finally got around to creating an account here. For my first post, I'm showing some WIP art assets for a UT3 DM map I'm working on. All low poly shots are in UE3... let me know what you think ^__^

columnarchjo3.jpg

ceillampvi9.jpgcolumnnc8.jpgventky1.jpgwalllampvr2.jpgwindow01az9.jpgwindow02uq7.jpgsupport01dt5.jpg

Replies

  • MoP
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    MoP polycounter lvl 18
    This is really cool work, I like the level of detail in everything and the consistency of the textures.
    Colour scheme is maybe a bit "muddy" for my liking, but it seems to work OK.

    The main thing that stood out to me as needing work was the way the first pillar you posted has a curve on the supports, but it's just like a 4-sided thing, and it looks like it should be a smooth curve.

    Oh, and welcome to Polycount! Look forward to seeing more of your work :)
  • Kawe
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    Kawe polycounter lvl 8
    Looks pretty good.

    On the first image the flat area on the hipoly got some funny stuff going on in the lowpoly. I assume it is supposed to be decoration but it doesn't look like decoration at all. Also that area is way too shiny. I mean I suppoes that's eye level and I wouldn't want my players to have to wears sunglasses to play the game :)

    Second image. The quality of this oen isn't as high as the rest of the stuff I think. Especially the flat areas under the "wings".

    Last image. uhm. I'm not sure if it is intended but your normal map doesnt look like the hipoly.. it looks like someone stretched the inner metal parts and bulged it inwards.

    For my personal taste everything is too shiny but I guess that's next-gen for you :)
  • mars_biogenesis
    Thanks for looking ^_^

    MoP:"The main thing that stood out to me as needing work was the way the first pillar you posted has a curve on the supports, but it's just like a 4-sided thing, and it looks like it should be a smooth curve."

    I think I'll probably end up rounding this out like you suggested, I plan on going back to all of the models in this set once the full level is nearing completion and doing little tweaks to the geometry and textures. I may also address the muddy color scheme once I start lighting, depending on how things go.

    Kaw:

    I agree, everything looks a bit shiny here, these shots were all taken in the browser in UE3, in all of my test scenes so far, the level of shinyness hasn't been too obtrusive though.
  • JordanW
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    JordanW polycounter lvl 19
    You should definitively add some more polygons to your low poly pieces, you may even have to re-process your normal maps.

    I would also recommend adding more polygons to your highpoly meshes as well! You can see a lot of smoothing errors in the flat windows of that half circle window thing. In general it looks like a lot of the shading on pieces could be tighter and more crisp. Detail the hell out of one element then just instance it and share between assets :) It would also help to just spend some time making some elaborate clamps and bolts/fasteners that you can share between the assets, it'll add detail and help bring continuity to the set.

    As far as the texturing goes it does look a bit muddy and your specular does look too uniform. Despite it being the mesh viewer it still looks like wires/metal/rubber/ etc all have the same level of shininess and it's all white shine. Different materials should shine at different levels and some have slightly different colors.
  • Cody
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    Cody polycounter lvl 15
    Solid Work! I like it. Can't see anything that hasn't been mentioned.
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