This looks great so far. A few of the proportions seem a bit off. The green handle maybe should be thicker? And the knurling seems too small... how many "knurls" are in a vertical row? The black grill seems to be missing the deep holes. Where are the rubber feet?
Agreed, it looks good on its own, and maybe that's all you wanted, but in direct comparison, many things are slightly off.
Another example would be the shape of the track switch (very practical to have the description, btw.) which has less pronounced and deep indentations in real live, as well as a more curved profile, or the ribbing on the USB lid that's small raised rectangles in your model, but on the actual object, it's small indentations that don't cover the full width, and perhaps more of them as well.
I have an update, I'm trying to get close as I can. Follow reference as close as possible as if it was in a real job scenario? Following ref is a skill I want to develop and right now my eye may slack there. Just having it look good is not my goal. Thanks for the feedback so far.
Good model! I'd say you're really close, there are some minor inaccuracies:
Also as Eric mentioned already, the knurling scale is still off. Yours is "squished" vertically, the ref is more even and less dense. But good work, keep it up!
Noticed this element as well, recessed slightly deeper plus differing width and scale than the posted refs or are you using a collage displaying various versions of this object?
Noticed this element as well, recessed slightly deeper plus differing width and scale than the posted refs or are you using a collage displaying various versions of this object?
Used a collage (including CG recreations and noticed those weren't accurate) and another artist's topological representation, realized the mistake only right before I made the thread. Only reference I'm using now is the 2 I have posted as I work on these adjustments. I was more focused on sub topology throughout the entire process much more than the being as accurate as I can to the ref. Been reading and learned that it's better to have topology errors rather than shape and proportion errors. A lot of this could have been solved in the blockout
Update on this, finalized my high poly to the feedback given here. Hopefully more accurate, the knurling is a bit harder to get 1:1. Moved onto low poly and unwrapping. Any advice on texture set separation. Should I keep this in 1 texture set. I would like as if I am making this a hand held gadget in a FPS game to the fidelity of Battlefield. Created USB port detail as well
Any advice on texture set separation. Should I keep this in 1 texture set
Just do some quick tests and check how it would look before jumping into all the detailing and such, some parts in provided img look to be slightly problematic and might need more space. i.e. double check how the labeling will look, text/wordings/designs.
Otherwise i look forward to more updates on this. artstation link turns up zero btw so idk your level since i can't see folio.
so progress on this so far. Here are some test renders. Looking to get feedback on my texturing. I'm going for a used look, not completely destroyed/damaged. Just a few years old maybe. I also would like to know if this is in the direction of being portfolio quality game asset. as that is my ultimate goal. I will post the refs I'm using in a diff response. Rendered in Marmoset, 2 textures sets at 4k resolution. Wood texture from cc0txtures.
Any advice on texture set separation. Should I keep this in 1 texture set
Just do some quick tests and check how it would look before jumping into all the detailing and such, some parts in provided img look to be slightly problematic and might need more space. i.e. double check how the labeling will look, text/wordings/designs.
Otherwise i look forward to more updates on this. artstation link turns up zero btw so idk your level since i can't see folio.
Replies
Another example would be the shape of the track switch (very practical to have the description, btw.) which has less pronounced and deep indentations in real live, as well as a more curved profile, or the ribbing on the USB lid that's small raised rectangles in your model, but on the actual object, it's small indentations that don't cover the full width, and perhaps more of them as well.
I was more focused on sub topology throughout the entire process much more than the being as accurate as I can to the ref. Been reading and learned that it's better to have topology errors rather than shape and proportion errors. A lot of this could have been solved in the blockout
Rendered in Marmoset, 2 textures sets at 4k resolution.
Wood texture from cc0txtures.