Reply
Reply
 
Thread Tools Display Modes
seandinwiddie's Avatar
Old (#1)





modo, max, ps
model time = 8hrs = 1494 tris
texture time = 8 hrs = 16 64x64 disfuse maps and 1 64x64 alpha map
lighting = 1 hr = 1 vertex color map

This was for a handheld worldbuilder art test I just finished. The requirements were 1500 polys(tris), 16 64x64 diffuse textures and to be vertex lit.

Critque is welcome!

Cheers,
Sean
Offline , null, 2 Posts, Join Date Jan 2008, Location CA  
   Reply With Quote

Rated Rrr's Avatar
Old (#2)
this test gets around :P, not much to crit on. By chance did you get the position?
Offline , line, 99 Posts, Join Date Jun 2006, Location California  
   Reply With Quote

Phobos's Avatar
Old (#3)
Great results.
What test are we looking at?
Offline , spline, 101 Posts, Join Date Mar 2005, Location Vancouver, Canada  
   Reply With Quote

Cody's Avatar
Old (#4)
Not bad. I'd like to see some more bolts and screws etc. but it is low poly so I dunno... how did you make one vertex color map work for 16 diffuse maps?
Environment Artist on ELDER SCROLLS ONLINE
at Zenimax Online Studios
Offline , dedicated polycounter, 1,357 Posts, Join Date Feb 2007, Location Denver, Colorado Send a message via AIM to Cody  
   Reply With Quote

cholden's Avatar
Old (#5)
This is a cute scene, and yes, I've seen this test before. Overall, you did a good job, and the vertex colors are pretty good. There are a few spots, such as the back wall, that could use extra cuts to smooth your lighting.

My big crit is the texturing in two ways:

The textures look like they were painted large and scaled down. Therefore there aren't any real good details. When you're working this small you really have to get in there and do pixel by pixel touch-ups for hard edges, clean details, etc. The control panels, dark line across the front of the main green machine and overall lack of edges really reveal this. To jack up my strict-o-meter (since this is a test), I believe this shows you do not have a solid grasp on low res texture painting.

Secondly, UV layout (or in general texture usage). When going this low, you need to be more aware of situations where you can reuse your textures. Your texture sheets have so many custom bits that are solid green blobs of I-don't-know-what, and repeating of the same details that could have easily been reused saving tons of valuable texture space for the more important details. Specific examples: first texture has 3 rectangles on the right that as the same thing. 2nd column, 3rd row, 2 repeating details (4 if you want to get anal about it, and you should at this low of spec).

I think you have a pretty good outcome, but a lot of efficiency issues.
Offline , veteran polycounter, 3,310 Posts, Join Date Oct 2004, Location Denver, CO Send a message via ICQ to cholden  
   Reply With Quote

sinistergfx's Avatar
Old (#6)
Heh, I did this test back in the day (3 years ago?, I worked there for about 1.5 years) when it was Gamecube spec. I guess it's DS spec now?

Looks pretty good, though, the textures could use a bit more contrast to give it some more depth. It would also be nice to see some more lighting information painted in since everything is fairly uniquely unwrapped. More panel details and such would be nice; you've got the texture space so use it. Check out Metroid Prime Hunters for inspiration. The texture on the bottom left of the sheet could use some cleaning up, it's not reading very well as it is right now.
Will Fuller
portfolio - blog - twitter
Offline , triangle, 491 Posts, Join Date Oct 2004, Location Austin, TX Send a message via AIM to sinistergfx Send a message via MSN to sinistergfx Send a message via Yahoo to sinistergfx  
   Reply With Quote

seandinwiddie's Avatar
Old (#7)
Hey guys, enormous thanks for all the comments!

Firstly, I just sent in the test so I haven't heard back yet.

Yeah, it would be nice to get more detail in the textures. I did mirror a most of the uvs- on multiples, every other, which as you say Chris, in the end wasn't really needed. I also do need more practice in texture at this res.

But thanks for all the comment, its a huge push- especially coming some great artists. Man all you guys have some great stuff on your portfolio. Dude you're working on Darksiders, that game looks frig'n rag. And Phillip, I really enjoy that underground piece and rocks you got.
Offline , null, 2 Posts, Join Date Jan 2008, Location CA  
   Reply With Quote

Matroskin's Avatar
Old (#8)
cool stuff man!
Just pitty that this section looks too cut from the rest
U could do some walls around it or something so that it looks more finished. Also I don`t see the light source.
Good texture and model work though [img]/images/graemlins/wink.gif[/img]
Offline , polygon, 592 Posts, Join Date Aug 2007, Location Montreal, Canada  
   Reply With Quote

Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

Copyright 1998-2012 A. Risch