Real good modeling. What shader are you using for your render?
Only crit is that you are missing the detail at the top above the clock circle, in the reference there is some molding detail that you left out of your model. I also think the hour hand needs to be a little bit longer.
Very accurate modeling, looks great so far - I would just say that you should take some artistic liberties and bevel some of the details more than the 90 degree angles they take in the reference, for maxing baking detail.
As mentioned, i would add some bevelled edges especially on the moldings and not have such sharp corners, to make them look as organic as possible
Working on this in zb will be loads of fun!
Starting my Low Poly now, here's my first revision. Currently sitting at 1400 polys.
I'm wondering whether the details towards the bottom should all be normals? Or whether i can get away with them being modelled. I'm still relatively new to how much i can cut down.
That low poly is not going to work man, bake some of the stuff in... and the bottom could be all Normals. try modeling the low poly over the high so that you can encase the silhouette.
As has been said, your poly distribution needs a lot of work. The smaller elements can be removed entirely and your small cylinders have the same detail as the big ones. The clockface really suffers from being too jagged
How's this looking? I've taken out the bottom details and lowered the smaller cylinder count on the clockface. What about the clockface itself? Is that fine, or too low poly?
And the base, should i cut that down more?
You have some tight bevels on parts of the base that don't really contribute to the silhouette. Id recommend really taking out those small details and put the polys you gain into the rim around the clockface. The eye will always be drawn there first.
Also, are you going to model the hands? Looks good so far and is definitely getting better, keep it up.
Quick update, i've shaved the bottom part right down, as well as some of the top, and added some more polys to the clockface. Still need to add the hands.
That looks really great man, I like it a lot. [HP] is right about the spec being a little too colored. I still think the materials read well however. Some of the metal parts in the middle may benefit from some more specular details too.
Great looking clean base and material read, maybe it's a bit shinier than it should be considering the cleaner parts of the ref, but still feels believable and feels like a nice brand new clock. HP is right about the spec though. Once that's done, get that nice looking wear from your ref in there !
Thanks alot for the advice and crit everyone!! I've tried to implement it in this update, but i've still got some work to do. I made a simple backdrop for the clock to sit in as well.
Flash tip for you, make the orange less saturated, and try tinting the diffuse a little bit more yelloish, like the concept.
Or you could take it even further and make it proerly, and keep the colors you have at the moment, but paint some more yellows on there.
Take a good look at the concept, and compare the concept to your latest screenshot. On your texture I see ONE predominant color, orange.
On the concept you see yellow, bright yellow, brown, dark brown, orange and dark occluded orange.
One thing you should also do is paint a little bit of lighting on your texture, eg, brighten the edges of the model where the light would hit and reflect the most. Again, look at the edges of the model on the concept, see how bright they are compared to the rest of the body?
Replies
Only crit is that you are missing the detail at the top above the clock circle, in the reference there is some molding detail that you left out of your model. I also think the hour hand needs to be a little bit longer.
Yeah, the modelling isn't finished yet. Thanks for the crit on the hour hand, i'll get on that.
As mentioned, i would add some bevelled edges especially on the moldings and not have such sharp corners, to make them look as organic as possible
Working on this in zb will be loads of fun!
I'm wondering whether the details towards the bottom should all be normals? Or whether i can get away with them being modelled. I'm still relatively new to how much i can cut down.
Thanks for looking
And the base, should i cut that down more?
It's down to 1190 polys at the moment.
Also, are you going to model the hands? Looks good so far and is definitely getting better, keep it up.
The spec is a bit too tinted, work on that a bit. (Try using a color that contrasts well with the brown / yellow, especially on the wood parts)
Flash tip for you, make the orange less saturated, and try tinting the diffuse a little bit more yelloish, like the concept.
Or you could take it even further and make it proerly, and keep the colors you have at the moment, but paint some more yellows on there.
Take a good look at the concept, and compare the concept to your latest screenshot. On your texture I see ONE predominant color, orange.
On the concept you see yellow, bright yellow, brown, dark brown, orange and dark occluded orange.
One thing you should also do is paint a little bit of lighting on your texture, eg, brighten the edges of the model where the light would hit and reflect the most. Again, look at the edges of the model on the concept, see how bright they are compared to the rest of the body?