Hey everyone, I'm a noob to this forum and a noob to 3-d modeling. I'm a student currently attending an art college in southern california. Im working toward my BFA with a major in Video Game Art.
Any wayz...I'm looking for some feed back on these models I made so lets hear it. these were my projects from my first class using 3ds max...
these were modeled using 3ds max 2009
Trailer model:
high poly:
low poly(with normals applied):
unreal engine screenshot:
Steamer Trunk model:
high polygon:
low poly:
Unreal engine screen shots:
Replies
anyways if you want crits it would be easier to see if we could have a wire shot of the lowpoly models. also uv map with texture. it is half of what game art is about->optimization.
GL and welcome to Polycount!
I agree that your low-poly meshes look far too detailed considering the size of the props - a trunk/chest like this is going to be a lot shorter than a character yet you've crammed a ton of polys into all the details - that's work which the normal-map should really be doing.
The chest texture looks better (and higher res!) than the trailer, you should really be able to get more resolution onto that trailer, the red light on the side looks really pixelated in that screenshot. You could also stand to get a little more dirt/wear/weathering into the trailer, for example mud thrown up by the wheels, or grime gathering in the cracks if it was left outside for a while.
In general your work seems solid so far, especially the highpoly. You just need to try and optimise your lowpoly meshes better, improve the texture resolution and try to get a bit more natural details into the textures.
Keep it up!
I really like your tire treads on your high poly, but they didn't get baked down into your low poly very well... this is probably due to the angle of the tread in the high poly.
Are you using Ambient Occlusion bakes and specular maps? If not you should get on that as they will help push the detail even more.
OH and your cable went AWOL on your trailer low poly >.>
Also it looks like you have too much spec on your chest, and you can normal map a lot more of those details in, when I made a chest like that I think I made it like in like 20 tris or something, just the 4 sides, a bottom, and enough to have a slight curve on top, you could easily make yours like 30-50, all you need is the silhouette, and those ridges don't stick out far enough to justify making them with geometry.
also yes i am using both AO and SPEC maps.
these are the UVs for the trailer:
and here are more images for the steamer trunk:
low poly wire 1
low poly wire 2
UVs
normals:
color:
spec: