Your high-poly and textured stuff looks pretty good to me (although you got the captions for the first two images the wrong way round - high poly is the 2nd shot :) ). I agree that your low-poly meshes look far too detailed considering the size of the props - a trunk/chest like this is going to be a lot shorter than a…
Hey everyone, I'm a noob to this forum and a noob to 3-d modeling. I'm a student currently attending an art college in southern california. Im working toward my BFA with a major in Video Game Art. Any wayz...I'm looking for some feed back on these models I made so lets hear it. these were my projects from my first class…
Yeah, you don't have as much mirrored as you could on your trailer, or on the chest, usually when anyone makes anything thats symmetrical like these two models, they model it using symmetry then they unwrap only one half of it, and then they just mirror it to the other side, if you unwrap before you mirror then the UVs…
I really like the textures on the chest, although I agree with these two that the poly count is a bit high... Wires and texture sheets would be a good for us to really tell you where you can cut some of them out. I really like your tire treads on your high poly, but they didn't get baked down into your low poly very…
if I could see your UVS then i could probably tell you how to arrange your texture space better so those reflectors on the side of your trailer don't look so pixelated. Are you mirroring your UVs? If your not you can mirror at least half of that trailer and save yourself a lot of texture space, and you will want the more…
thx for the input guys. i think its a bit unanimous around the board. i realize i made a lot of mistakes in my UVs, as far as prioritizing my most dominant elements. also i realize my poly count is way to high. i guess i got a little to focussed on trying to make it look cool than desiging it for a game. also yes i am…
Yeah, mirror the shit outta anything you can. That's all I do at work most of the time, or symmetry/mirror/instance stuff alot. If you are careful with the way you do your texture, you don't be able to tell all that easily that it's been mirrored.
On the low poly chest, you should get rid of the beveled edges (your normal map will take care of those), and then you could probably get rid of the horizontal and vertical bars and just have a flat chest and let the normals do them.
you need to learn how to distribute your polies, right now there are areas with huge wastes of piles of polies on the chest. areas all over i dont know where to begin but I hope your class will cover lowpoly in the soon future. :) anyways if you want crits it would be easier to see if we could have a wire shot of the…