Hi everyone! This is the very first post ever on polycount, I finally got the courage to put my work on here and open myself to get some critiques. I'm a very recently graduated art student who realized her portfolio is definitely not enough for industry standards, and is now trying to make it so. My field of specialization is definitely environment art, which I love so so much. I have started working on some personal projects to fill my portfolio and really want to take them to the best quality they can be. For now I have decided to tackle a project that is not too big and daunting, which is a vehicle since I think it's an asset that even as an environment artist will be nice to have in my portfolio. I want to show my modelling and texturing skills mostly. I decided to take this concept by Ian McQue
and make it in 3d. Even if the concept is quite stylized, I want to make realistic textures while keeping the shapes he designed. I have been modelling and UV unwrapping for a couple of days and I think I can say I'm done with that part. So here is my model
I modelled it in 3dsmax. It has around 600k polygons with subdivisions, around 400k without subdivision in some pieces which don't need it that much.
I have just today started texturing, in Substance Painter.
This is just the first pass of the wood of the boat, but well, if you can give me any critique I very much appreciate it. I really want to make it look realistic, but I always struggle the most with wood in that sense.
Thanks in advance to anyone who takes the time to give me some feedback now or in the future when I post more process pictures.
Arantzazu
Replies
Now, I think your wireframe is a good start.I am not sure if you want this to be a game asset.I this is true, you definitely need to optimize it. Even if you use a trim sheet this has way too many polygons.
The textures are also a good start. There are, however, some things you could improve, which I mark in the following picture (besides some roughness improvements):
Here is a close up of that damn hole, I hope the structure makes some more sense now. I'm not 100% happy with it, but it will not be that visible anyways so I'm not that worried for now. Any feedback is appreciated.
And about the poly count, it really depends on what you are aiming for. If you want it just for rendering then it doesn´t matter but if you are interested in the gameIndustry you need to show your optimization skills as well.
So I have kept working on the textures, here are some more progress pictures, this time rendered in Marmoset.
I have doubts about the glass, I was thinking of adding some more dirt or remains of water leaks but I don't wan't to overdo it. And here are some renders of the whole boat.
So yeah, I am still definitely touching up some final textures, and also working on optimizing the geometry in some parts but I'm hoping to wrap this up in the next week or so. So any feedback is very welcome!