it seems a bit unnecessary to have all that detail in the low poly. a lot of the wires and downward bevels can be dealt with using normals without the requirement of having it built in. regardless of that it looks nice. only other concern is the modularity of it. the fact that youve got 1 piece hanging off of the mesh to…
Overall, I believe you did some solid high poly modeling for this piece. Though there some things that stand out that could be improved. Right now the entire texture has this Red/purple wash on it, almost looks monochromatic. It could just be the lighting. As a result, the entire model looks like rusted metal. If that is…
This screams the 3d motive tutorial its good to get practice with but i would be hesitant to put in portfolio since it looks like you just copied the tutorial. Good execution tho
yeah, having those extra pieces would get to be a pain in the ass to put in. especially if those areas are not "grid-snapable" you seem like youve got the lightmapping figured out so cutting that one piece in half woulnt result in a seam or anything if its lmaped correctly.
Thanks for the feedback Oniram. The wires are actually normals, the pipes are still there, but can be cut down in tris, since there is grating over it. I was wondering what the best way to tile the floor, and your idea seems good. I was just going to have a separate piece of glass that I would shove into empty spots in…
The feedback is much appreciated. Julio - You made a lot of good points. Yes I did put a red light, which in turn made everything look extra rusty. I'll change that to a blue light which should definitely help it look more new and fuctional. I'll try to tweak the panels, and get rid of the emissives, and only have them in…