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small Low/High-Poly models showcase

polycounter lvl 10
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nooby polycounter lvl 10
Hello guys, I am a junior 3d artist from Moldova. Watching how active this forum is for the couple last weeks I've also decided to post some of the 3d stuff that I've been working on the past year.
Please don't judge too strictly because this is my first time job as a 3d artist ever. :)
I guess it's time to kick off...
All the low-poly models have flat shader(unlit)
Any c&c are welcome

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Following interiors/exteriors probably also will be used only as low-poly, adapted for the internet browser 3d engine...

Warning! Some of the models(chairs, sculptures and light fittings) that are used in this scenes were taken from a 3d stock so they were not modeled by me

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Replies

  • nooby
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    nooby polycounter lvl 10
    These one didn't fit in previous post

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  • phillip.bailey
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    phillip.bailey polycounter lvl 9
    Yo! Lots of nice work. Congrats on the artist position! I just wanted to point out one thing. On the first tank you've shown. It seems the ambient occlusion on the tread has heavy shadows either where it sits on the ground or just under the fender(if you will). If you ever see this tank rolling around it may look bizarre to see the shadow sticking to the tread. You might just find a happy shadow value to fake across the all the tread.(that is not a Bob Ross quote) Also, have you tested this model in an environment? To keep the tank from looking like it's floating, You may bake more ambient shadow using a ground plane to bounce with. Having a nice gradient like shadow from the bottom up may ground the tank with all of it's weight.
    -Phil
  • BradMyers82
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    BradMyers82 interpolator
    Cool work!

    I don't really have any major crits on anything but the ultra low poly handheld art. The texture painting you did seems sort of flat to me. The objects are just not reading that well to my eyes because I feel like you didn't push the contrast enough. I think there should be stronger painted highlights and shadows, and a more clearly identified sorce of light painted into your diffuse.

    It might be that your game engine handles this and is the reason why you didn't do as I just suggested. But at first glance the textures seem a bit too noisey and without clearly defined shapes. I hope I'm not coming off to harsh here, because you clearly have a lot of talent working on so many different aspects of game art.

    In my eyes your low poly texture work is almost there, just not quite. Anyways, good work man, and congrats to you on your 1st year of experience in the games industry!
  • nooby
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    nooby polycounter lvl 10
    thanks a lot for the comments guys !

    phillip.bailey you're absolutely right about the treads, I've rather often find my models overoccluded in some parts, but only after the rest of texture is already painted))) at the very begining I didn't bothered my self about the animation and baked the occlusion texture on the whole model in one peace, only after some time i've noticed that when it will come to animate them some of the parts(in example - treads) will look a bit strange when they will be rolling because some of the parts have strong shadows and some have not. Any way the point is taken)) thank you very much !

    BradMyers82 - I also absolutely agree with you)) texture painting is still an unexplored and hard process for me, I don't have any specific workflow.
    The 3d engine that we are using is quiet poor(no alpha, no spec) so I need to push from diffuse as much as possible(probably that's why I need to pay more attention to highlights, shadows, contrast, ect.) Appreciate your comment, thanks ! ;)
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