Hi Polycount!
I decided to work more on my skill of game assets creation - work more on clean topology, nice shape, proper UV and so on
I will post here my progress and hope someone will have some time or inclination to leave any feedback
Assets creation pretty much big topic to discuss and i continiue learning stuff, so i will happy to hear any feedback about models i will post here
Feel free to share your thoughts about anything
Thank you for your time!
So, i guess i will start with my latest model - dualshock 3 - polycount 2.4k :
Replies
The tops of the analog sticks and the home button should be more rounded (more like a hill, less like a plateau) with a more uniform roughness/micro-surface.
The directional buttons should be taller. IRL they are about 2mm, yours are about .5mm tall. The face buttons could be a bit taller too.
The edge from where the trigger and shoulder buttons extrude should be hardened.
The tilled bump map you have across the whole model seems unnecessary. The tiling is too obvious, plus these controllers are pretty smooth.
I think your model could use some more polygons (if this is a portfolio piece/hero prop.) Some curves look pretty blocky in your close-ups.
You should probably divide up those N-gons (polygons with more than 4 sides) on your analog sticks, face buttons and home buttons. Most modelers don't like to see N-gons.
Yeah i see you point, i also just now have noticed that it has big gap in those places
But I remembered about Gaussian noise map and it makes these bumps much better, i think
Anyway, i've applied your feedback to the mesh and it already looks much better in my opinion! thank you ------ now it's 3.2k tris
For this one, i gonna be completely transparent, i was inspired by latest [WIP] [Environment] Mad bomber's basement update
I was trying to make good form, keep things logic, make a cool textures and of course i tried my best to make a good looking asset, but anyway i'll be happy if anyone will leave any feedback or any comment
2481 tris:
very cool works - https://www.artstation.com/goggles
Hey there, the walkie-talkie looks great , here is some of my feedback.
1)Screen looks too clean to me compare to the other parts.
2)Add grudge and scratches on the red arrow.
@BohSheh good call man, but here is a thing - there is a plane with glass material above the screen, and this glass material *really* dirty in roughness channel, but i guess because there is no light directed into the screen you can not really see this
refs: I think I wont to copy entire thing, but the overall look would be like this i guess
For now i done with first iteration of proxy mesh as basis for highpoly-mesh:
gonna make fast highpoly to see how overall silhouette is look like