The base could be optimized better and the screws can be floaters or mesh decals. Texturing looks ok except for the base which could use some more grunge towards the ground. The pole has a bit too much contrast in the roughness imo
In my opinion the rivets should have been accomplished within the mesh itself and not with separate geometry floaters. Just think about how it would be built in real life and try to construct it similarly. If metal pieces are welded or cast from the same material on to each other don't break the smoothing by making them be…
Why did you use floaters if you don't mind me asking? I mean those surfaces aren't bent so I imagine it would be rather easy to model in the round shapes of the handle and the lock. That way (without floaters) you won't get problems when you bake AO for example.
so are you going to bake normal maps or just use bevels and keep it slightly higher res. just curious really maybe just add/bake floaters on top of a mid res base? I supppose Unreal can handle a lot of polys these days, but still best to optimise stuff
I'm working on a low poly building but I'm not sure how to approach some of the details. Hopefully this will be going in my portfolio so I was just wondering whether employers mind or even pick up on floating geometry? The floaters save polys and create a much cleaner mesh, but are there any technical reasons not to use…
I worked this up ages ago as a critique of another artists model, in order to highlight the points I was trying to make, I remodeled the whole thing from scratch. On the bottom image I pushed the floaters away from the surface where they where just barely hovering so you could see them better. The advantage was that I…
Depending on how you're rendering, this is how you can knock out floater shadows - either play with the object properties (ah damn, forgot to mark "Cast shadows" in the image), - or set the floater object to a certain ID and exclude it from rendering in the AO material I only use this for highpoly renders, and xNormal for…
You can make all those boards floaters that simply intersect and overlap. Including those chamferered edges it'll be 8 polys / 12 verts per board: In an example of a 15x15 grid of boards, that comes to a total of 240 polys and 360 vertices: ... instead of 4349 polys and 3960 verts. Floaters will also be beneficial for UVs.