Hey guys I am fairly new to the forum here :P I was told to come check the forum out.
I figure I will post my latest work on here. This is a grenade I did. Rendered in Marmoset. And I am really looking for some critiques on how to improve. 1024 map Rendered in Marmoset
The high poly looks great. The low poly's texture seems a bit off though, I think you've gone a bit heavy on the dirt/rust and scratches, it looks too noisy. I think if you were a bit more subtle about it, it would look much nicer.
Overall great prop, the metal came out very well. I'd drop the saturation down on the greens, especially where paint's likely to rub off on the raised bits:
especially where paint's likely to rub off on the raised bits:
i would think that a grenade's coating isnt all that likely to rub off, do soldiers rub their grenades for luck? I can see it getting dirty since its typically holstered in outer area of the uniform, but not worn.
One suggestion. You are using a 1024 map for this. Which implies that it is a first person weapon. If you are doing it for that, why not spend 2-3k tris on it to give it the silhouette those grenades actually have? Super high texture resolution with a low resolution mesh seems funky to me.
You have a lot of lighting painted in to the pin ring of the grenade too, which can be taken care of by a high spec. I have a feeling that part of the grenade would be jarring in motion, as the light would be static for it, but dynamic for the rest of the grenade.
wow... I have never received such relevant critiques on 3dtotal. >.>
You guys have really brought up some good points and I agree with everything. I really appreciate the comments. I will see what I can do to knock back some of that saturation and wear it down a bit more. I don't really have time to go back and redo the lowpoly, but chaosquak, that is definately something I will be thinking about next time around. I am still trying to learn what tri count is good for what props. I was told my limit was 500 on the grenade so does that mean I should have taken the maps down to a 512?
Anyways... thanks a bunch guys.
it does seem like a high rez texture for something that would appear very small in-game.
Really you should be aiming to match the texture to the largest you will see the object. So if the object is only ever going to occupy 128 pixels high on screen, you texture can be around this size.
If it's going to be a handheld object, animated and so on in the HUD, you'll need lots of detail (as mentioned above) - you're probably safe with the texture rez you have now. The engine should generate mipmaps from that anyway.
That bake came out insane man, well done. Even the alpha plane, i didn't even notice it was until i looked at the wireframe again.
Only crit is that the trigger (or whatever) is looking too noisy right now. The rest looks just about right to my eye, but the black area needs a bit of a tone down.
You all seem to have very relevant points on the texture sizes and they will definitely be kept in mind. The project however was for a class project with limitations. Don't hold back though! I am learning! Tri limit was 500 and textures were 1024's. I had never really thought about specifically what it would be used for. lol I will keep it in mind though.
I went back and revisited the textures on the grenade and just tweaked them slightly as everyone was saying and it helped a lot.
Asteric - I took care of the black clip, I hope it looks better.
chaosquak - I toned down the painted lighting on the ring and pin as you suggested.
crazyfingers - I took down the saturation a bit but not quite as extreme as you showed. Is it looking better?
And I thank the rest of you guys coming and taking the time to post on my thread.
I didn't realize how much traffic polycount got. Crazy! After a week this was already on page 5. I will be posting here more often.
Anyways... Here is my latest and final grenade. I have to move on to other props.
Hopefully it is an improvment. I think so :P
Raul... Here is my phone :P I didn't really get to spend time on rendering it like I wanted, but that will come soon hopefully.
Let me know what you guys think Low-poly to come soon.
Nice job on the phone man! Great reference! I never came across those... almost looks as though you took some of your own pictures? Renders look great to!
Thank you very much guys! I got the lowpoly done... Our Tricount for class was 3000, but I couldn't do it. I worked really hard to get it to 5,146 without bastardizing the highpoly too much. I tried to stay away from using too many alphas as well.
I would really love some feedback on where I am at now. This piece is for a porfolio... so it is not going to be stuck in the corner of a room as a decoration. lol So technically this thing is more like a first person prop. Let me know what you think. Textures coming soon.
never really had a chance to get to the textures on the telephone. That will come at a later time. Here is my latest prop... a Wurlitzer Bubbler Jukebox.
Let me know what you guys think. I will try and get some wires and closeups up here soon.
I just finished the unwrap on the jukebox from the last page so I should be posting up textured shots for critique soon. Let me know what you guys think.
wow. i guess i never realized that the backpack wasnt sculpted.. here i thought it was. lol. i guess that makes it even better. I missed the camera on 3dtotal.. went back and saw it just now tho.. looks great!
EDIT: would it be possible for u to post up a nonsmoothed wireframe of the camera.. u have a bit of funkyness going on in the back that id like to see.
Really like that fire hydrant, the paint really sells it, great spec on it too, like the paint has been polished up by wear on the raised parts. Excellent:)
Also, about how long does a map like that take you to do? There's a lot going on in that diffuse
and like endomi said I really like the fire hydrant as well, it might* be a bit too dirty, judging from the ref.. that'd be the only thing I would say..
Oniram -
Conte - Thanks man! and thank you for commenting!
zxcman - Thank you very much sir.
ENDOMI - Glad you like it! I spent about 4 night redoing it. I did it in one night and kept getting feedback on it. So I kept tweaking it over the course of 4 nights.
Cyrael - Yeah I was using a lot of different reference. I was basing the grime off of some of the other reference I was using. And the reference I put on the highpoly sheet just happened to be my only red one. lol
lol awesome! Glad that I could inspire you
Question for you pros out there... Is something like the fire hydrant worth putting in a portfolio? I have been building my portfolio for graduation and my teacher told me he wouldn't let me put it in my portfolio because there is a popular tutorial out there that is over how to make a highpoly fire hydrant. Just curious on your opinion...
Thanks a lot guys!
Trent - Thanks, there actually wasn't any soft selection involved. I would just cut an edge in where I thought I wanted a wrinkle, then I would push it in, chamfer it, clean up.
I have a couple of things I am wanting to show and get feedback on. I have my lastest model which is a concept from Fred Rambaud.
The next one was mymy website design. I haven't gotten it up and running (just kinda building in photoshop right now), but I would love some critique on the design.
Jeremiah, your work is great! I am also blown away by that backpack. As far as your website goes, I think you should remove the homepage option and just have your main artwork be the first thing you see. The models page you have shown there in that image would make a good homepage. Minimalism is the way to go It should be very easy for employers to come to your page and just see all your work right up front.
the vehicle is lookin good so far. im sure this will turn out excellet.
as far as the website.. i really like the design. as far as functionality though, how will that work? when u click on a thumbnail will it open up within the same window (iframe?) or will it take you to a completely new page?
Bigley,
Your highpoly work is excellent man! I really like your backpack!! Can't wait to see the dune buggy / motorbike vehicle when you're further along with it
Thanks shinobix!
And thank you autokey for the critiques. *thumbsup*
Oniram - here is a new revision with an idea on how the images will come up. The thumbnails will saturate when you scroll over them, and the model sheets will pop up on bottom so the user can scroll through.
very cool. i just finished up a class for doing web design, which was a total piece of bs. the guy spent the entire time coding in notepad, and not teaching us about design, but more of what makes it work. the design of urs is freaking fantastic
Replies
Your granade looks awesome dude!
i would think that a grenade's coating isnt all that likely to rub off, do soldiers rub their grenades for luck? I can see it getting dirty since its typically holstered in outer area of the uniform, but not worn.
but i'm just a civvy, what would i know.
One suggestion. You are using a 1024 map for this. Which implies that it is a first person weapon. If you are doing it for that, why not spend 2-3k tris on it to give it the silhouette those grenades actually have? Super high texture resolution with a low resolution mesh seems funky to me.
You have a lot of lighting painted in to the pin ring of the grenade too, which can be taken care of by a high spec. I have a feeling that part of the grenade would be jarring in motion, as the light would be static for it, but dynamic for the rest of the grenade.
You guys have really brought up some good points and I agree with everything. I really appreciate the comments. I will see what I can do to knock back some of that saturation and wear it down a bit more. I don't really have time to go back and redo the lowpoly, but chaosquak, that is definately something I will be thinking about next time around. I am still trying to learn what tri count is good for what props. I was told my limit was 500 on the grenade so does that mean I should have taken the maps down to a 512?
Anyways... thanks a bunch guys.
Really you should be aiming to match the texture to the largest you will see the object. So if the object is only ever going to occupy 128 pixels high on screen, you texture can be around this size.
If it's going to be a handheld object, animated and so on in the HUD, you'll need lots of detail (as mentioned above) - you're probably safe with the texture rez you have now. The engine should generate mipmaps from that anyway.
Only crit is that the trigger (or whatever) is looking too noisy right now. The rest looks just about right to my eye, but the black area needs a bit of a tone down.
I went back and revisited the textures on the grenade and just tweaked them slightly as everyone was saying and it helped a lot.
Asteric - I took care of the black clip, I hope it looks better.
chaosquak - I toned down the painted lighting on the ring and pin as you suggested.
crazyfingers - I took down the saturation a bit but not quite as extreme as you showed. Is it looking better?
And I thank the rest of you guys coming and taking the time to post on my thread.
I didn't realize how much traffic polycount got. Crazy! After a week this was already on page 5. I will be posting here more often.
Anyways... Here is my latest and final grenade. I have to move on to other props.
Hopefully it is an improvment. I think so :P
Let me know what you guys think Low-poly to come soon.
I would really love some feedback on where I am at now. This piece is for a porfolio... so it is not going to be stuck in the corner of a room as a decoration. lol So technically this thing is more like a first person prop. Let me know what you think. Textures coming soon.
Let me know what you guys think. I will try and get some wires and closeups up here soon.
Finished up the grenade by making presentation sheets for it.
Backpack was modeled in max. No sculpting on it.
EDIT: would it be possible for u to post up a nonsmoothed wireframe of the camera.. u have a bit of funkyness going on in the back that id like to see.
Also, about how long does a map like that take you to do? There's a lot going on in that diffuse
and like endomi said I really like the fire hydrant as well, it might* be a bit too dirty, judging from the ref.. that'd be the only thing I would say..
Conte - Thanks man! and thank you for commenting!
zxcman - Thank you very much sir.
ENDOMI - Glad you like it! I spent about 4 night redoing it. I did it in one night and kept getting feedback on it. So I kept tweaking it over the course of 4 nights.
Cyrael - Yeah I was using a lot of different reference. I was basing the grime off of some of the other reference I was using. And the reference I put on the highpoly sheet just happened to be my only red one. lol
Question for you pros out there... Is something like the fire hydrant worth putting in a portfolio? I have been building my portfolio for graduation and my teacher told me he wouldn't let me put it in my portfolio because there is a popular tutorial out there that is over how to make a highpoly fire hydrant. Just curious on your opinion...
Trent - Thanks, there actually wasn't any soft selection involved. I would just cut an edge in where I thought I wanted a wrinkle, then I would push it in, chamfer it, clean up.
I have a couple of things I am wanting to show and get feedback on. I have my lastest model which is a concept from Fred Rambaud.
The next one was mymy website design. I haven't gotten it up and running (just kinda building in photoshop right now), but I would love some critique on the design.
as far as the website.. i really like the design. as far as functionality though, how will that work? when u click on a thumbnail will it open up within the same window (iframe?) or will it take you to a completely new page?
Your highpoly work is excellent man! I really like your backpack!! Can't wait to see the dune buggy / motorbike vehicle when you're further along with it
And thank you autokey for the critiques. *thumbsup*
Oniram - here is a new revision with an idea on how the images will come up. The thumbnails will saturate when you scroll over them, and the model sheets will pop up on bottom so the user can scroll through.
I should have an update on the bike this weekend.