Hello guys.... I'm currently taking a model for game class. This week I'm learning how to do high poly model. This is what i got so far for my model and I would love some feedback and any suggestion to make this model look better. The first link is the reference image and other two are my high poly model.
I'm sure if he knew how to get the images into the post, he would have. Perhaps instead of the "/facepalm" attitude you could have explained to a new member how to insert images.
As for your model, looks pretty good so far, but there are a few areas that don't quite match your reference. The main handle/headlight piece is 1 element in the reference photo, but you have it built as 2 separate pieces. There are also a couple spots where it looks like your edges are a bit too tight when they should be more rounded - the red light on the front, and the levers on the handles.
Yeah... i'm sorry a bit NEW to Polycount. I have some trouble posting my pics for some reason.... every times i tried to post it ... it kept saying "File Upload failed" I even tried linking it but that didn't work either. I will definitely work on that and read through the attachments forum. Thanks guys..... I really appreciated your comments.
It's a nice model, although seems a bit of an abstract/novelty object...? I can see how it could be useful to make it as an excercise though.
I'm not entirely sure but it looks like you've unwrapped your high poly model. If this is the case, for what purpose have you done this? If this is your low-poly mesh unwrapped, then it's far too high poly for a game model assuming it's the size I imagine it would be....
It could still be useful if for example you plan to paint it in like a sculpting program like mudbox (for baking diffuse info), but really I'd never bother unwrapping it this well if it's just a high poly model. If I need a high poly model unwrapped for sculpting/painting then I just auto UV.
Let us know a bit more about what this is used for / context of the excercise so we can help you more. Cheers.
Make a low poly first -> post on polycount -> get feedback -> then unwrap -> profit.
EDIT: Looking back at your high poly some of your shapes can be more accurate to your reference. The bottom is more of a lip and folds around the base. the connection between the cylinders and the base is curved upwards and isn't welded in like how you have it. The vent area is smaller, the shaft could be wider, the cylinder support in the back is smaller and it's probably more of a cylindrical box-like shape. The light is tilted downwards and the handle bars have a different shape to them than what you have now.
Thanks guys for the comments .... here is the update on my model with low poly, and i re-did the UV map seem to help a bit. Also i applied some texture on my model. let me know what you guys think. thanks
Looks like you have a problem with translucency! You need to export your model so the transparent parts (the lamp) have a different texture on them in 3dsmax so that you'll have two texture slots in the UDK. Then you'll have the transparent material on just the lamp and your opaque material on everything else.
Replies
http://sivorakart.blogspot.com/search?updated-min=2011-01-01T00%3A00%3A00-08%3A00&updated-max=2012-01-01T00%3A00%3A00-08%3A00&max-results=23
http://sivorakart.blogspot.com/search?updated-min=2011-01-01T00%3A00%3A00-08%3A00&updated-max=2012-01-01T00%3A00%3A00-08%3A00&max-results=23
I did some readjustment and cleaning up on my previous model.
Thanks
http://imageshack.us/photo/my-images/854/vespalamp.jpg/
please make you pictures show in this thread for more replies. Otherwise, people generally ignore these posts, friend.
DavidKong, check out this link, it explains how to insert images into posts
http://www.polycount.com/forum/faq.php?faq=vb3_reading_posting#faq_vb3_attachments
As for your model, looks pretty good so far, but there are a few areas that don't quite match your reference. The main handle/headlight piece is 1 element in the reference photo, but you have it built as 2 separate pieces. There are also a couple spots where it looks like your edges are a bit too tight when they should be more rounded - the red light on the front, and the levers on the handles.
I would love some feedback ..... thanks
Here is my UV map for my lamp model. thanks
I'm not entirely sure but it looks like you've unwrapped your high poly model. If this is the case, for what purpose have you done this? If this is your low-poly mesh unwrapped, then it's far too high poly for a game model assuming it's the size I imagine it would be....
It could still be useful if for example you plan to paint it in like a sculpting program like mudbox (for baking diffuse info), but really I'd never bother unwrapping it this well if it's just a high poly model. If I need a high poly model unwrapped for sculpting/painting then I just auto UV.
Let us know a bit more about what this is used for / context of the excercise so we can help you more. Cheers.
EDIT: Looking back at your high poly some of your shapes can be more accurate to your reference. The bottom is more of a lip and folds around the base. the connection between the cylinders and the base is curved upwards and isn't welded in like how you have it. The vent area is smaller, the shaft could be wider, the cylinder support in the back is smaller and it's probably more of a cylindrical box-like shape. The light is tilted downwards and the handle bars have a different shape to them than what you have now.