Howdy! I'm new to polycount and I wanted to start getting critiques on some of my projects.
I'm attempting a high poly model of a vintage radio, which I will later create a low poly of and bake the normal map in. The project is for a class for creating game assets in 3DsMax.
I still have to work on the back of the radio, along with all the little details and such. I also have to create the mesh inside of the radio.
If anyone has suggestions on how to create the rest of the details or improve the model in general, it would be much appreciated.
EDIT: Model progress. Finished texturing for now. I'd still appreciate critiques!
Replies
Thanks for the crit! I will work on the areas you mentioned. I still have a lot of details to work out, and I will continue to post progress as I go.
Would appreciate more crits!
2 modeling suggestions: Your knobs look like they are maybe too close to the panel they portrude from. Also, the angles look really sharp on that. I think when you bake the normal map it sill read as too sharp of a line. Number 2: the connection of the cord to the back could maybe use a more obvious "attachment" piece. If there's one there, it's very hard to see. If it's just coming out of a hole, perhaps make the hole just a tad bigger.
Looking good! Keep it up.
Tris: 1,726
Polys: 865
Dials in ref = 8 sides.
Dials on model = 7 sides.
But, I've started texturing! This is the object in UDK with the diffuse and normal map. No spec map yet. I also plan on making the orange tuning dial glow.
I think the grain directions in the reference are very nice because there is a variety. In some places the grain is vertical, in some places it is horizontal, and in others it follows the curve. Your radio has most of the grain wrapping horizontally around everything.
Other than that, looking good, will be nice once the edge wear and grime is in, and of course the spec map should sell this
Keep it up!
I have finished texturing for now. But I would still appreciate crits so I can take it into account for the future.