Working on a showreel for the end of my degree. Looking for all round crit on all aspects. Thanks.
First Piece is some props to dress an American garage scene.
Some of the props are WAY to high triangle count wise. This because some will be used in a pre rendered cinematic. Im going to work on some lower game versions.
Its not bad. I do see alot of normal baking issues, and some of the models seem to have abnormally high poly counts in areas. For instance, the television. why do the dials have so many polys? I do like your design aesthetic, though I can't really tell if you designed the props or if you were going off somebodies designs.
Its not bad. I do see alot of normal baking issues, and some of the models seem to have abnormally high poly counts in areas. For instance, the television. why do the dials have so many polys? I do like your design aesthetic, though I can't really tell if you designed the props or if you were going off somebodies designs.
thank you for the crit. i agree with the polycounts being strangely high and im currently in the progress of breaking it down a bit. as for the design. i made some refernce boards of the kind of style i was going for and then did a few thumbnails and photo cuts to take the pieces i liked and combine them.
im week 3 into my working on my showreel. just starting my second piece. im hoping to do a full environment for one of my pieces as well as working as lead environment artist on a student film at the start of next year. i should hopefully have some more substantial environment pieces. thanks.
I don't think the bike has enough mirrors attached to it, think you could add a few more?
The modeling on it actually looks pretty good, but the sculpting on the seat is pretty bad. I would revisit it, stay away from hard brushes like Hpolish, or TrimDynamic, and use some soft blobby strokes, with smaller creases as it tightens in corners. I think if you study some seat references, you'll get a better idea, but right now it's kind of wrecking an otherwise decent model, in my opinion.
Everything looks awesome, but that seat is dragging it down. I'd agree that it has too many hard planes for a soft cushion. Some tension at the seams but otherwise soft would help sell it i think.
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still a wip. crit welcome.
thank you for the crit. i agree with the polycounts being strangely high and im currently in the progress of breaking it down a bit. as for the design. i made some refernce boards of the kind of style i was going for and then did a few thumbnails and photo cuts to take the pieces i liked and combine them.
im week 3 into my working on my showreel. just starting my second piece. im hoping to do a full environment for one of my pieces as well as working as lead environment artist on a student film at the start of next year. i should hopefully have some more substantial environment pieces. thanks.
The modeling on it actually looks pretty good, but the sculpting on the seat is pretty bad. I would revisit it, stay away from hard brushes like Hpolish, or TrimDynamic, and use some soft blobby strokes, with smaller creases as it tightens in corners. I think if you study some seat references, you'll get a better idea, but right now it's kind of wrecking an otherwise decent model, in my opinion.