Hi I would like to share about a hero asset I have created for my Uni's game project. Im responsible for making a Hand Held Lantern that is in a horror game and here is my showcase
These are my reference and direction of the lantern i wanna create
Very nice. Definitely better than any student work I ever produced
Agreed with illumisanic. Something I notice in grad work is that its common to spend a lot of triangles in small fine detail areas while neglecting the larger silhouette. If you take some of the triangles out of the high density areas and spend them in shaping the silhouette you'll find your asset can look higher poly than it is, especially since you're using normal maps. Any areas in the silhouette that look low poly will immediately betray your model.
Another thing re: UVs - you'll find it way easier to pack your UVs efficiently if you straighten out your ribbons. You could even take some of your rings and add a seam to convert them into ribbons for even easier packing.
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Just some ideas for the next project