I graduated from the Art Institute of Dallas and I'm looking to became a 3d modeler in the game industry. Just wanted to start a thread top post some work into polycount!:poly136: So here I go.
...1k textures for a grenade?
You should be able to get away with a 256 and it would likely hold all of the same detail that's in your diffuse map right now. A separate ambient occlusion map for such a small asset is really unnecessary.
Try collapsing every other edge on the bottom and top parts of the grenade, it could free up enough to model the rings on the pin. Then you'd be able to eliminate the opacity map as well.
Maybe reducing the amount of tris on the handle part.
It's a tad over-saturated for my liking, but it's looking good. keep at it!
mLink: thanks for the advice man, I shall keep the texture sized in relation to polycount in future models. I didn't really think of that while I was making it. I know now though! All great advice, thanx!:)
I found some time to finish the hiPoly on my next model. The loPoly shall come along quicker. On the subject of texture sizes and poly count, what should I shoot for on a gun like this. I don't wanna waste my time with another 1024x1024 if i shouldn't, so should I shoot for a 512x512? Let's say it's gonna be viewed as a first person shooter weapon.
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haha jp.. looking forward to seeing some art.
My budget was 500 tris. Rendered in Marmoset with 1024 textures. Please... comment at will...
...the texture maps...
...the hiPoly...
... and the loPOly cast.
Starting off with reference...
...here is some progress on the hiPoly. One for the wires...
...and one without wires.
You should be able to get away with a 256 and it would likely hold all of the same detail that's in your diffuse map right now. A separate ambient occlusion map for such a small asset is really unnecessary.
Try collapsing every other edge on the bottom and top parts of the grenade, it could free up enough to model the rings on the pin. Then you'd be able to eliminate the opacity map as well.
Maybe reducing the amount of tris on the handle part.
It's a tad over-saturated for my liking, but it's looking good. keep at it!
I found some time to finish the hiPoly on my next model. The loPoly shall come along quicker. On the subject of texture sizes and poly count, what should I shoot for on a gun like this. I don't wanna waste my time with another 1024x1024 if i shouldn't, so should I shoot for a 512x512? Let's say it's gonna be viewed as a first person shooter weapon.