Hey Everyone,
A friend told me about these forums and I thought I would post some of my work and get some needed feedback. This is a scifi/steam punk style engine I'm doing for my final school portfolio using the Crysis Engine. It's proving to be the most challenging.
This model is based off this design on feng zhu's website:
http://www.fengzhudesign.com/vehi/vehi_feng_image28.JPG
I still have a lot to add to these textures, but I wanted to get feedback on the color palette, lighting and other details that were not a part of the original reference. Any critique is greatly appreciated.
Thanks a bunch
Replies
It's definitely not traditional low poly game art, but I tried to model things as simple and efficiently as possible and use normal maps for surface detail. The main engine is about 12k (triangles) with the huge amounts of gears and pipes taking up another 20k. The room its in is just under 5k.
Between the room, catwalk and engine there is a total of 10 texture maps. 7 just for the engine.
i think some of the details are getting mushy by the extreme-white spec on the chips though. You may be working the edges a little much, tbh.
For the rest of it, needs more dripping goo on pipes, lil rust (not a lot mind you, the cleanliness is nice), grease spots, maybe some dents?
Not sure that red underlight is really working either, especially w/ the yellow glow below it.
I agree that the function is a little iffy though (i.e: The supports holding the engine suspended.)
Worth the attention though...great work.
The cables are also too symmetrical, try to randomize the way the cables hang down underneath the structure.
Cool stuff overall, I love this kind of complex industrial/mechanical stuff.
i love cogs.
Here is some updates:
I'm working towards making the moving parts look really worn and more beat up with everything else staying relatively clean.
I'm not sure what I'm going to do with the environment - currently it is just a bunch of normal maps.