Re: +::| low-poly environment: Containment Room |:
on 02-01-2008 07:48 AM
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.