Hey all,
Just posting an art test I'm doing right now. C&C would be appreciated!
It's 1300 some odd polys right now, I'm allowed 1500. I'm also allowed to use 4 shaders with up to 4 512 maps a piece. I'm working on the floor section right now - I'm not sure the etiquette of posting the concept art they gave me.. so I'll hold off on that for now.
There's still tons to do with this, but I figured there was no point getting too far ahead of myself without consulting the polycounters.
Thanks!
Replies
Vj
From the choise however at least I have seen that type chamber door already a few times here- it reminds me of those doom3 lift doors - merged big tubes in a compact room with technical stuff attached to it.
I made some changes, pretty much started over again on that. I chose to keep the paint on the other locking mechanism because I like where it's at. If it's too inconsistent in a few days I'll scrap it and do a new design.
The far right image in the concept I think is in an animated state? If this is the case then it effects the way you need to model this.
Crits:
- A lot of the center details extend out away from the surface, most notably the top and bottom of the center lock.
- The top clasp details seem kind of thin. They might read better at a distance if they where exaggerated a bit?
- Pay attention to how the smaller sketches show it opening, you should make this fully possible.
- The right side of the center lock looks like it should clasp over the left piece
- I think you've pushed hard to keep it all one conjoined mesh, but you could probably work faster and pack in more detail if you used floating geometry.
- there are some cuts in the center lock that aren't really doing much?
P.S. I played your TF2 map. Great work! that thing is on par with anything Valve has made. Congrats! Let me know if you need more playtesting for it. I'm always up for some TF2.
Steam name - Seaseme
Thanks for the reply! I originally planned on making a high poly mesh, but I opted not to as I figured most of it would just get destroyed when doing textures at 512k. Any input on that?
Edit -- There is grime and Dents and such on the normal map - It's just very low contrast. It reads pretty well. I'll update with some stuff from UT3 in a bit so you can see how those are working.
A high poly would be good for multiple reasons, you would get nice bevels on most of the edges that would catch light niceley, it will give you a super nice AO map to overlay on the diffuse to punch out the forms and It will show you have a competent grasp of highpoly modeling which is prtty much expected these days.
yes, you can make it look great with hand painted normals but if I was looking to hire somone and I got 5-10 of these come in at once from multiple applicants, I would be looking for the best. remember there are probably a bunch of other applicants doing the exact same test right now. so having a sweet highpoly could help you get a leg up.
I dont think you would loose much normal info, 512 is still pretty decent size, especially since you have 4 of them, if i understand correctly. plus you can alwyas texture at double res then downsize too.
*G3L - thanks for the tip. You guys are all right. High poly incoming!
haha. Being tired does crazy things to a person . I fixed it.