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Self Improvement Thread - Props (High poly to low poly)

Hello! I currently attend the Art Institute and wanted to get some feedback on a table I'm working on. :) I just recently became active on multiple forums and have less than a year left in classes, so I'm trying to improve as much as I can, start creating pieces worthy of a portfolio, and maybe help some other people too!

Any critique (including the model, presentation, or even the colors I picked, lol) is appreciated! I'll be creating the low poly (due next week) and then casting, texturing, and loading it into a game engine renderer or Marmoset from 8-MonkeyLabs


(EDIT: I apologize for my poor image linking abilities before, I was mistaken on how the images would be shown, and hopefully have them fixed now)

Spreadsheet_003.jpg
Spreadsheet_004-1.jpg

Replies

  • DOG-GY
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    DOG-GY polycounter lvl 12
    Can't really give to much crit right now, but I'd say that the overall presentation is too much. If I'm saying anything dumb or wrong, someone please correct me. In my opinion, there's a fine line between having too little images of a piece and too many. If you have too many, it feels as if you're compensating for a lack of quantity.

    The presentation of the piece you have up right now could be easily condensed into one picture. You don't really need 3 points of view on a cylindrical object that is very symmetrical. I'd say make the final 3-4 pictures one one decently sized image. High poly, low, and wires for both (textures if you feel the need).
  • Jeremi Eldridge
    Sounds like a great idea! I was actually conflicted about that as well as I was getting my renders together. It didn't seem that putting multiple views of such a symmetrical object like this really helped, when I could make it one nice big image. So Then I'll take just ONE angle with the camera, render out High, Low, and Wires, and put that on a sheet and repost it! Thanks for taking the time to comment DOG-GY :D
  • Jeremi Eldridge
    Here are some more renders. The first set is the High Poly with and without turbo smooth (aka control mesh), with and without wires.

    The second is a rendering test, I was wanting to get feedback and ideas as to which method worked better.

    FinalRenderSheet_highres.jpgRenderComparison.jpg
  • phillip.bailey
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    phillip.bailey polycounter lvl 9
    Azuryon. In my opinion, You don't need images to be labeled as, 'High poly wires', 'Table Spreadsheet' or 'rendering comparison'... Just use 'High poly'. This prop is so simple, you only need one image with one view maybe two(one with your wires if you must have your wires). It is unnecessary to show your control mesh if you show your wires. To me it's the same thing. Less is more!
    -Phil
  • Jeremi Eldridge
    I agree! I had a long talk with the teacher of my class today and have since fixed the spreadsheets and will be updating them today. :D Thanks for taking the time to crit Mr. Bailey!
  • Jeremi Eldridge
    Update! I'm really trying to wrap my head around this low poly thing, and I feel like I'm doing horrible with it. This is my first time casting an object this elaborate and it's really kicking my butt. I have 2000 polys/tris to make this model, and so far with this piece (without symmetry or the other legs) I already have 569 polys. As you can see the leg is giving me a LOT of troubles and I'm still getting a few "waves" in the straight areas.

    Bash away please, and take it down, lol. I'd rather have brute honesty in an attempt to make me better than to delude myself by thinking this was a good job. I may sound too hard on myself but I really want this to look WAY better than this.

    mycrappycastingjob.jpg
  • Kitteh
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    Kitteh polycounter lvl 18
    Don't do the top as an alpha'd plane. Generally causes issues and it'll look weird + your normal map won't blend properly at that edge; you're better off just capping it normally.
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