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[WIP] Aircraft altimeter

Hi community. I started to work on a simple asset for practise and to learn a few things here and there. The main goal for this project tho is to learn painter. So will eventialy texture it there. Refs below

Here are some early stages as well. Thanks.

Replies

  • nikita_nomad
    A bit more progress. Getting some details in. 
  • Łukasz
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    Łukasz greentooth
    looks promising, it might be cool to have such edge damage on the edges of screws' drive recesses as well - where it could be damaged by screwdriver
    In general if object is not supposed to look heavily worn I'd try to keep edgwear rather subtle and non-uniform - just accents here and there rather than along whole edges, looks quite nice so far



  • nikita_nomad
    Hi Lukasz, thanks for reply and actually great idea. I'll go back and sculpt bit more. In general this was meant to be a test project to learn painter and also learn workflow for high to low poly. Still learning, but really enjoying,  although not easy to figure it out on my own :) and I think I will go for a more old/worn asset rather then new looking
  • kosh3d
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    kosh3d keyframe
    @nikita_nomad very nice! Small projects like that are ideal for learning. I noticed that your model is missing the really big bevel on the back of the altimeter

  • nikita_nomad
    Thanks, yeah, I've decided not to follow the reference that much, as it's really a practice piece. For me is more important to learn the workflow and steps. Actually can you guys advice if I'm doing it correct by creating a very low low poly?..or shoud I try to add more bevels to edges and a more consistent wires also..
  • nikita_nomad
    I was watching a tutorial from one guy and he said it only makes sense to add geometry that adds to the silhoutte.. but the wireframe does feel overly simplified in that case...thanks

  • kosh3d
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    kosh3d keyframe
    I was watching a tutorial from one guy and he said it only makes sense to add geometry that adds to the silhoutte.. but the wireframe does feel overly simplified in that case...thanks

    This is correct, lowpoly wireframes for games should be, well, lowpoly. There is no point in having edgeloops that add nothing to the mesh. I have a breakdown of one of my projects here on polycount where I go into detail what's important for a lowpoly, you can check it out here

    Your lowpoly has a density mismatch between cylindrical shapes. The tiny cylinder in the center of the dial has almost the same amount of segments like your body cylinder, which does not make any sense. In the same key, the holes in the corners have only 8 sides which is very low and results in visible facetting. Same goes for the cylindrical shapes on the back as well. The "quadgrid" screws inside the dial are also way too highpoly. The strip on the back also seems to be super dense and could have been optimized a lot more.
    Otherwise it looks pretty good!  :)

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