hi folks.
I have been a member at polycount for a while, but i have never really asked for feedback and such , and for that im a bit ashamed :P,but im gonna change that now starting with and exerice.
This is a wagon based upon the concept,( concept not created by me )
i have modified it a bit , and filled in " spaces not showing on the concept"
So im asking you for feedback. here is some more technical info :
Info :
assignment : exercise in hand painting textures.
examples : World of warcraft, league of legends, torchlight and etc.) ( that is what i thinking of when hearing the word handpainting )
textures: diffuse and probly specular
attaching some screens with questions.
Q1 :shall i delete these edges or keep them ?
Q2: have i deleted to many polys?
Q3: since the model have several gaps, im wondering what i should do with faces like these ( blue marked) keep them with low uv set or delete them?
and the final image with the concept is an similar idea of how i will render the final modell with marmoset toolbag.
i am not reaching for " Rts" style. if i did i know that i could reduce the polys alot more.
im also started my studies again , so i cannot promise that i will work on this every day. but i will do my best.
hope it was not too much text to read, but I wanted to give as much information of my idea as possible.
cheers and looking forward for some feedback
// RipNic
Replies
Anyway I'd probably delete those edges (Q1) since the concept doesn't appear to have them and I believe you could shave off polygons on two places:
The wheels and the lamps. The wheels appear to be 22 sided (quick count) so you could lower that to 18...maybe less. Same with the lamps, my eyes draw to them almost immediately when looking for lots of edges / polygons. Basically I think you can get away with painting in all the grooves that those loops are for.
Other than that it's practically true to the concept. Good work.
As for polygons, if you're looking to knock some out removing the poles is a great way to do it. I drew a picture to illustrate:
Right now the interior of that wheel has 20 faces, by removing the pole and arranging the polygons like I showed you can go from 20 faces to 9.
You can do this for every circle on that wheel too, even the middle hub face, the one outside of the main wheel but behind the peg. Since the wheels are probably only going to be rotated instead of deformed there shouldn't be any issues.
Thanks. I thought the difference was a bit much when I was writing it up.
I also want to mention that i thought the concept was a little bit " boring" so thats the reason i modyfied it a bit, changed some objekts on the concept etc.
anyway here is an update
so i did some work testing with the wagon and asking you guys what you think??
any way . here is 3 diffrent styles .
diffuse and maybe spec. thats it.
as i mentioned it earlier i want to improve my handpainting skills. and when i hear the word hand painting i think of games like diablo, wow, torchlight etc.
did some "tweeking" and also added a scene
personally i think im done with the modelling part and ready for the uv mapping and texturing
but i have a question and in need of some adivce.
i look a lot upon others works and texture flats to get a better understanding in my workflow
and in this case i was wondering about how big should my textures be?
Some are going to be tiled and some is going too be unique texture maps.
im not reaching for strategy style, more upon games like world of warcraft and similar.
( sending some exampels on others works )