So on my week off from school I decided to get off my laurels and do a model for my portfolio. The model was done following a tutorial by Ben Tate. Him and his brother Chris put out some of the most concise, well done, and easy tutorials I've seen to date on 3ds Max modeling. I will be unwrapping and texturing this as time allows. Let me know what you think
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I still think that going through this asset from start to completion will be a really good exercise, but treat it as that...just an exercise. Then take what you've learned from this prop, and set out to create your own asset from scratch. Maybe even making your own tutorial on your own process.
http://www.polycount.com/forum/showthread.php?t=93880
You do a great job with it though, nothing looks off, good luck with uv and texturing.
What darbeeno said is right.
My only input is that there isn't any reason to put your poly-count on the image. It's not going to be used in-game, obviously. I have to confess I don't know how film modelers deal with polycount, but I don't THINK they usually bother posting them. I think simply showing the wireframe is good enough.
I here you on the using tuts as a port piece for sure. Everything I just read on that blog was pertinent and to the point I might add. I actually know that all my instructors told me to never use a tut project as a port piece, but I didn't listen. I have made many models on my own from scratch but have never really posted them anywhere. When I do, they are largely ignored anyhow. I have had to do many speed modelling, unwrapping, baking, texturing challenges while at school, yet many of them have been failures in my mind.
On a side note, I did take some liberties on this model with regards to the actual modelling process as I didn't follow it letter by letter.. It isn't unwrapped or textured either which I was going to do on my own. I think now I will just move on and learn from this as well. This 3d art thing is very complex and humbling to say the least-not that I ever thought it would be easy.
what i meant to say is, that the hydrant eventhough yours looks very different, very high quality compared to the tutorial piece, it is such a famous tutorial piece, that it gives a certain subnote to a portfolio handed in for appliance. The first thought of human Ressources "oh a fire hydrant, never have seen one of those" redgarding of that yours is a lot different from others.
I would also like to point out that there are several hydrant-based project threads all happening on this very forum... which makes me think that perhaps hydrants are all the rage and thus as a serious artist, you should abhor and detest them. Perhaps as a show of creative moxy you should do a portfolio dog relieving himself on said hydrant. This may give you the edge you need to surpass the dozens of hydrant-based portfolios that inevitably will be gracing the desk of the people you approach.
For me, I'm a low-poly wonk. When I look at this beautiful hydrant, all I can see are the 117 polygons and 18-face collider I would need to put it into a cityscape and shoot it with an FPS AK-47. Still, it's good work.