I would definitely have modelled a highpoly mesh and baked that down to get a normal-map. For an asset as small and simple as this, for a current-gen console game, you'd be mad not to render down from highpoly. It just gives you a better end result. You could also stand to optimise the lowpoly a bit more - as has been…
Oh yes, and one more thing. About the chains... I'm a little confused about the techniques suggested. What do you mean by making 2 strips in an 'X'? I'm not exactly sure what this looks like/how it's supposed to work. A simple illustration would be very helpful, if anyone can provide! The same goes for using 'a…
I think the normal map could've been done a little better. The bumps are all over the place. Also the scale seems weird. The model reminds me more of a chibi character (huge head). Not sure though cause I didn't try to search for a reference. But ya.. the bumps make the scale look weird too. Just look at the topside and…
H'okay... so as the title says... look familiar? ;) Yup, it's the art test for DE, which I took yesterday... and not sure if it's crap or just... slightly less than crap. I kept thinking I had more time until the 4-hours rolled around and it looked like GARBAGE. And I nearly started to freak out. But I remembered from…
Definitely better. Chains look a lot better now, and there are some subtle highlights on the edges that make it feel a bit more solid. My main critiques: * Why is the base section with "41" on it upside down in the UV-map? Always try to UV-map things the right way up if possible, especially if they're going to have text on…
i think the texture looks pretty good to me, but im new. Why is the circle at the front and the cube at the front sharing the same space, intersecting? It seems the circle could be inset or cut out or just one or the other... but i dont know what the concept looks like.... I like it in general, and I like your site too.…
The texture could use a lot of work, as right now it's just a random mess of red and white, without any hinting as to what either really is. You were probably going for red paint peeling off of metal, but that's not what it looks like. Paint doesn't just slowly blow away like sand, it peels off in chips, leaving sharp…
Okay!! Art test--take two, complete! I'm certain the modeling turned out better, and thanks so much to everyone who suggested doing the chains as x-planes! It works out so much better that way :) Also, working down from the high poly made it look much nicer in the end. Also a great hint, thanks! The texture... well, I…
Thanks all--a lot to take in :P Some really great critics, and I agree with it all. The problem is, I've been so used to taking my time (and I mean taking a LOT of time) that I wasn't really ready to deal with the timeline, I suppose. I know I could have done a much better texture and spec and normal, but I ended up having…
I'd give it a C- maybe a C given the time it was done in. Some great advice given. For personal practice you might want to take another stab at it. But this time pick another object and give yourself the same time line. The texture looks less meaty then others I've seen, but needs work. The pieces where clearly textured…