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Low poly guard tower & Marine (Game Asset)

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Dagon polygon
Hi I'm trying to improve my skills the best I can and since I want to become a game developer I've been modelling mostly low poly "game assets" to boost up my modelling skills since they aren't exactly tops and neither are my texturing skills although modelling outweighs texturing in my skills. Anyway I modelled the tower based on this image here: http://us.123rf.com/400wm/400/400/Lefloretaina/Lefloretaina0703/Lefloretaina070300008/824871-military-tower-mississippi.jpg

And besides the tower I'm trying to make a "complete" Marine but encountered a lot problems and I actually modelled this soldier a long time ago. I have a few questions which are:



1. Is it better to model the soldier high poly and then retopologize into a low poly mesh and bake the normals onto the low poly?

2.Should I model the parts of the Marine all attached to each other like the clothes attached to the vest as well as the neck and hands attached to the shirt or detached? And is it a bad idea to model the torso, legs and arms under the clothes? or have just the clothes and emtpy inside?.

3. About the Tower is the UV unwrap good? Although right now it's a mess in the layout but is the stretching and size good?


Tower:
UV-1.pngUV3.pngUVs.png


U.S Marine (The workflow is a bit messed up especially on his hands and feet)
marine-1.pngmarine2-1.pngmarine3-1.png

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  • gsokol
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    gsokol polycounter lvl 14
    1. Is it better to model the soldier high poly and then retopologize into a low poly mesh and bake the normals onto the low poly?
    [

    Better than what? Thats a workflow that many people use if thats what your asking.
    2.Should I model the parts of the Marine all attached to each other like the clothes attached to the vest as well as the neck and hands attached to the shirt or detached? And is it a bad idea to model the torso, legs and arms under the clothes? or have just the clothes and emtpy inside?.

    Thats up to you and how much work you want to put into it. If the character is never seen without his clothes, don't worry about modeling what isn't there.
    3. About the Tower is the UV unwrap good? Although right now it's a mess in the layout but is the stretching and size good?

    In general, you want the checkerboard texture to be all perfect squares, so you are getting an equal pixel density. You have several areas that are longer, so your texture will stretch in those locations. The size of your unwrap is probably fine. Usually you would strive to have the same pixel density across the model, so you would want the checkerboard to stay the same size..the upper area is larger, which means less pixel density. If there are parts that won't be scene as often, or are farther away from the camera/player, then those can be shrunk to get more texture space for everything else.
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