I am working on a piece that hopefully ends up in my portfolio. Planning on doing a High to Low Poly model of a sign. I am inexperienced so any feedback is welcome, I will even try to use it to the best of my abilities.
Concept art is by
Cafaro Oscar
Block out so far.
Planning on starting the High poly tonight. If you see any proportions wrong please point them out, I am trying to follow the concept pretty closely-at least in the beginning. I am saving the wires for later.
Thank you for looking
Replies
Thank you for the reply c0ldhands. Let me know if I need to make the bars even thicker. I was thinking of those boxes as call boxes, intercoms, or mini-computer terminals.
Planning on adding the wires and working on the 'computers' next.
Please let me know your C&C's.
thank you for looking.
I am thinking of having the low poly limit to be around 5k.
Thoughts, Feedback, C&C welcome.
Thank you for looking.
Myles, thank you for the Crits. I am very worryed about the wires, and especially the antenna on the top-thinking about poly strips for them, and just very optimized wires elsewhere. As for the sharp edges, I am new enough that I am not sure which ones I will have trouble baking and not, sorry for failing you.
So, more Progress. . .
Crits and comments are very welcome and begged for. Starting the low Poly
Those wires are probably going to cause some problems, and be very expensive to recreate in a low poly model.
Game artists often artificially beef up wire sizes because without a very high resolution and very good anti-aliasing, those wires will show up as a little mess of pixels. Depending on how you want to present this asset in its low poly form, you can sidestep that problem by doing a render, or putting it inside an engine (along with the insanely high resolution and anti-aliasing) in order to get a good screencap.
Second, the more curvy and fun the shape of the wire, the more polys youre going to have to spend on such a small detail. Where polys would be best spent on the silhouette of the hanging sign, major tubes, and other curvy shapes, the polycount of your wires will likely dwarf everything else in the piece. (particularly if you try and closely match the silhouette of the high poly. alternatively, a chunky wire can really bring down what otherwise is an excellent asset.) Same goes for your little curly antennae on the top of the lights. You could do those with alpha, but you'll need an additional map which isn't cheap or warranted inside a studio. That being said, you aren't in a studio, so take this all with a grain of salt and do what you want to do. :]
It's looking pretty ace, can't wait to see how it wraps up. Good luck!
My plans for the wires and that curly bastard, which may not work, but going to try... Put them all on a seperate (and smaller) map with alpha mapping fun. Use 2 sided poly strips and curl them nice and tight. and see how it looks. I have a Plan B, which is have a straight antanna and a couple of floating dounuts- "The Jetson's" style! not as challenging, but, kind of sci-funny.
Not sure what size to make the map. Let me know what you think. C&C always begged for!
I imported the model into UDK, and the wires look better than in the view port. Unfortunately, I have some other issues I need to clear up. But I will post those in the UDK thread later.
You have a lot of room for optimization, especially on the bottom circular sign and the two round things on the sides at the top, as well as the wires. And feel free to post UDK issues here - you've already made a thread dedicated to the prop and they'll probably get more exposure in this forum.
Looking forward to progress!