Hi guys, this is my first time posting on polycount, this is a little game asset that I am currently working on. The base mesh is modeled in Maya, sculpted with zbrush and texture map and normal map editing are done in photoshop. The shader and final composition are done in unreal. Please feel free to critique and comment.
Thanks!
Replies
Is it part of a larger environment?
Also, you can reduce your polycount by changing the topology of planar circles (you can just remove all edges and verts from it, select the face, and hit 'triangulate'),
It's pretty yes, but very wasteful for the objects normal relative size. What are you planning to do with this? or is it just a practise piece?
Its good work at any rate. Try reducing texture and poly size? a simple 3 sided cylinder would suffice for ingame really.
he wanted to make a realistic cigarette and he did a very good job
i like it
dont forget the point here, hes showing his art skills not technical skills
size is relative. If this was for a game where you play a Mouse and the cigarette is a torch for a light source while exploring the sewers, it's perfect. regardless of polycount and texture size the materials are well defined and the texture is nice. good job!
Ciggy it's time for your close-up. Like some stated, it's all relative to its use.
Keep on keeping on Kenn3dy, sorry your first post wasn't so welcoming.
~t
RANTON:
I also don't understand why people are up in arms about this piece, I bet if someone from Bioware posted up the Illusive man's ciggy from ME2, everyone would have said how it compliments the character, and how much love given to each detail.
Seriously people, chill out. Not every piece needs to be a female mech-angel with a G-Spot rod.
RANTOFF:
They're not, 3 out of 12 responses suggested that the tri count was a bit high, and the remaining 9 responses stated that it's a subjective matter and not a big deal. Everything seems perfectly chilled out to me...
As an individual piece it is good. I don't even know what I'm talking about now.
If this is a show piece that we'll see an upclose of while a character smokes from it - its perfect.
If its something we won't wouldn't get within 5 feet of, then sure it can be optimized.
I say: Good work, now move on to something else you can clearly make game art.
I'd say for that kind of scene where the cigarette is up close, then this would be perfect.
If it were to be used in a cut-scene, really close up then yes I think that you can get away with that detail and then just half or quarter the size for general use.
I agree about the ash at the tip of the cigarette needing a little work... just a suggestion but to bring some more depth into the ash i would try applying a bump offset to it to really bring it.
Good work
[ame="http://www.youtube.com/watch?v=gteDPSJX9m0"]Quake 3 arena Intro - YouTube[/ame]
(nowadays, cutscenes like these are often done in-engine)