hey everybody.
I have just finished my first "serious" portfolio piece, I'm a 1st year student at Derby Uni, but I'm using the summer to get my work up to scratch for internship aplications around Xmas.
With that in mind I would be greatful if I could get some C+C on the piece.
The Tri count is 2776, I really wanted to keep the eyepieces as round as possible. I think they are pretty much the focal point of the mask, was this a smart move or daftness.
thanks in advance and all that.
Replies
Though, it's pretty good, I had this kind of gas mask.
That is about what I can crit, other than that it's a good job done!
If anyone has any further crits I would be happy to hear them.
thanks again )
your normals are totally wasted with all that modeled in detail. At your current resolutions you've got a cinematic asset, which is fine if that's your intent. I think I'd aim for 1000 tris for the whole mask (for in game standards) and let your normals do the work of adding details.
Its my intention at some point to use this on a character, with that in mind would 1024x1024 be an acceptable texture size?
I have been reworking the texture today too, starting with the canister and working my way back up the model......learning a lot in the process....here you go
hopefully I have kicked my blur brush habit a bit and sharpened it up.
Thanks again for all the crits guys, there is some really valuable info here for me, I must admit I will probably only cut to 2000 tri's for the actual model but the texture res stuff I'm going to do my best to sort out.
CGvanhoudt...I'm going to have to bite the bullet and go to a 512 arent I ...I did rework the UV's this morning to see what a mirrored head will look like so I think that I will finish texturing the bigger map version...just cos I'm learning a lot re-doing the textures on it, and then scale down to a 512 map and take it from there...are these looking about ok for the 512 set?
well the weekend was taken up with many things but I did get a chance to do a little more to the larger maps, jst the metal left to re-work now I think....although i'm still playing with the levels on the rubber part after deciding to go to the black variant on the mask:
C+C more than appriciated
also, that green is too saturated lower the color, it needs to look abit old
something like that, heh was bored :P
u can add some reflection to give it real environment feel
Can you poke them in a bit, and still not have the character's ears clip through?
Zenarion, I agree that the white rubber looks smarter, I just fancied having a go at the black rubber variant too, cos getting the material to look any where near right when its so dark seems to be quite a challenge....ears wise they are about as close as can be, but I will have a look and see if I can find some extra moving space
thanks guys