Snail game asset. 2800 tris, 512 diffuse, specular, gloss, translucency, and normal maps. Modeled in Blender, sculpted in Zbrush, rendered in Marmoset. Textured in PS, with help from nDo2. Obviously, with the fidelity of the asset, this would exist in appropriate scale to the player (i.e. not a 2800 tri common snail).
Also, helices are a bitch to model, unwrap, and texture. I do not want to do one ever again.
Replies
Nice material. With all those polys maybe spare a few more to round out his upper eyes?
This guy is super cool.
1) As said before, a few more polygons wouldn't have hurt on the ends of the extremities.. The whole point of using many polygons is to make the model smooth where it should be smooth. Youve gone and used many polygons, but still failed to make it smooth where it should be smooth. After all, it probably wouldnt have taken more than 20 tris to smooth out those eyes.
2)Awesome job. I love the texture, I love the slimy material on the snail, I love the life-like looking shell, I love pretty much everything about this piece.
3) I dont see any helices on that model...
@Olli: 3) well the shell itself is a helix, and it was really difficult to sculpt and really difficult to unwrap (into a strip, rather than pelted). Definitely one of the most challenging shapes I've tried, though it seems simple.
@sltrOlsson: Basically just for practice.
I have a feeling that there's a decent amount of optimization that could be done, but I don't have the chops to tell you where.
One other thing to think about is that if he were animated you'd probably want more loops on the eye stalks for deformation. Seeing as that's where snails do most of their emoting.
@pseudoBug: Definitely could be optimized, or the geo could be spaced a bit better at least.