Hey Madness, I saw you working on this the other day its looking pretty cool. Some things that might help us critique your work would be a concept, wire frames with tri count and the texture flats.
I think im also seeing what odium was talking about here's where i think the smoothing groups are causing strange shading. Try a different lighting setup. I'm guessing you're using the sky light try a 3 point light setup. Also the normals seem really subtle especially the details on the tail.
I don't think i would call it low poly but game optomized i imagine you're shooting for Unreal 3 with this piece. Keep up the good work im looking forward to your progress.
the top stabilizer arm shapes seem a little off from the rest of the Droid's look.
It is lacking an insect spine that would match with the what ever it is on the bottom of it. I think that it would look scarier than it already does. nice job on the tentacle cam though, it works really well it looks like something a Gothic Niel Diamond would have in his evil lair. nice work
Piopi
Neato. You should def give it a Spec to make it cream-your-pants good. right now it is only slightly-moisten-your-pants good, which granted is a pretty great kind of good.
Hell yeah, good job. Like others have said, texture sheets and a wireframe would be good to see how you've spent those 6000 tris, but it looks great. Seems like the normals aren't doing anything overly amazing, but the diffuse is great and really pulls it together.
Here is the wireframe for the Drone, with normals.
I know there are some parts that I could probably optimize and cut.
Too lazy to do that at the moment. Plus it is for next gen engines like UT3, so....
Replies
If its high, then its far too low poly and had some serious smoothing issues.
If its low, then in places its far too high poly and has some serious smoothing issues.
Nice design though.
It is a low poly with normals.
Could you be more specific on where the smoothing issues are?
I think im also seeing what odium was talking about here's where i think the smoothing groups are causing strange shading. Try a different lighting setup. I'm guessing you're using the sky light try a 3 point light setup. Also the normals seem really subtle especially the details on the tail.
I don't think i would call it low poly but game optomized i imagine you're shooting for Unreal 3 with this piece. Keep up the good work im looking forward to your progress.
It is lacking an insect spine that would match with the what ever it is on the bottom of it. I think that it would look scarier than it already does. nice job on the tentacle cam though, it works really well it looks like something a Gothic Niel Diamond would have in his evil lair. nice work
Piopi
I have just finished texturing the drone. I think I liked the word Drone better than Droid since drone can refer to a worker bee
No Spec, just default spec in Max, with some dynamic lighting.
Wilex, are you who I think you are? heh heh :poly124:
Here is an update of the Drone with specular. Notice the highlights on the rims of the body and stuff.
I have also scaled down the wording so it doesn't take away from the rest of the presentation.
Here is the wireframe for the Drone, with normals.
I know there are some parts that I could probably optimize and cut.
Too lazy to do that at the moment. Plus it is for next gen engines like UT3, so....