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CyberGameArts's Avatar
Old (#1)
Hello everybody!
this is my first ever post in this amazing forum! I am very new to this whole CG stuff and some people(like Racer445) suggested that I should post some of my work on this website to get some feedback.

So this is my first complete model I made from start to finish. I know its very simple compared to the complex stuff I saw on polycount but I guess its a start.
(please ignore the "Remix games". Me and my friends are working on a little fps game )



The Low Poly:



The High Poly:


The Maps:



I know this is very simple and probably not the best model you have ever seen but I am here to learn and improve! Thanks a lot

Last edited by CyberGameArts; 03-31-2012 at 09:42 AM..
Offline , spline, 175 Posts, Join Date Feb 2012, Location Murica!  
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skurmedel's Avatar
Old (#2)
Your low-poly is quite dense in areas where it does not matter. It looks like you just turned off smooth preview for your high-poly.

For example the flat area on the front could just be a slant; let the normal map do the work. In the back and the grooves it looks like you have support edges which would serve no function on a low poly. Remove those and instead add more longitudinal segments to define the silhouette, make it look rounder in the low poly. You would probably end up with less triangles and a smoother shape.

Regarding the UV map I think you could gain some wasted UV space if you tilted the whole map, so it is aiming along the diagonal instead.

Last edited by skurmedel; 03-31-2012 at 09:57 AM.. Reason: better wording
Offline , vertex, 46 Posts, Join Date Feb 2012, Location Sweden  
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CyberGameArts's Avatar
Old (#3)
Quote:
Originally Posted by skurmedel View Post
Your low-poly is quite dense in areas where it does not matter. It looks like you just turned off smooth preview for your high-poly.

For example the flat area on the front could just be a slant; let the normal map do the work. In the back and the grooves it looks like you have support edges which would serve no function on a low poly. Remove those and instead add more longitudinal segments to define the silhouette, make it look rounder in the low poly. You would probably end up with less triangles and a smoother shape.

Regarding the UV map I think you could gain some wasted UV space if you tilted the whole map, so it is aiming along the diagonal instead.

Thanks alot for your reply and feedback! I agree, now that you mentioned it I see the mistakes(noob mistakes, I know :P )
Thanks again!
Offline , spline, 175 Posts, Join Date Feb 2012, Location Murica!  
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skurmedel's Avatar
Old (#4)
No problem, I'm very green too.
Offline , vertex, 46 Posts, Join Date Feb 2012, Location Sweden  
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Dimfist's Avatar
Old (#5)
Once you do those changes make sure and go back in to give the diffuse some love. Since you have a normal you should do the spec as well. Just for the practice. Racer445 has a great tut on here for making metal look convincing plus he also shows you some good techniques for advance spec maps.
www.dimfist.com
dimfist.com/deviantart.com
Offline , spline, 180 Posts, Join Date Oct 2010, Location Austin Texas  
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CyberGameArts's Avatar
Old (#6)
Thanks, do you maybe have the link?
again Thanks
Offline , spline, 175 Posts, Join Date Feb 2012, Location Murica!  
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