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#1 (permalink) |
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Amateur Artist
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Nysuatro Sketchbook
Hey all,
I am finally getting into some modelling. I am now bussy on some low poly props for a scene (Belgium city). I hope you guys want to give me some feedback on my work. First prop is this garbagebin : ![]() ![]() edit: It's 446 tris More is coming up
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Software : Vista - Silo - 3ds Max - Photoshop - Illustrator Last edited by Nysuatro; 10-28-2008 at 04:39 AM. |
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#3 (permalink) |
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Amateur Artist
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Yeah sure. It's a schooltask. Every class get's a streetplan where every student get's his place. We must model, unwrap and texture 6 props, 1or2 houses and maybe a car.
Everything must be in the concept "a belgium city". I am going to create a house that is burned down for a part. And my props will be in the concept of the burned house. Like a container with trash of the house, ... The container is coming up ..
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Software : Vista - Silo - 3ds Max - Photoshop - Illustrator |
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#5 (permalink) |
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Amateur Artist
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hahaha, nah, it is not so bad in here. Just wanted to give it a little story.
I first wanted to create a matchstore that was burned down. But they didn't found that really realistic ![]()
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Software : Vista - Silo - 3ds Max - Photoshop - Illustrator |
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#6 (permalink) |
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Amateur Artist
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Too many segments in the holding pole ~
Make the base of the pole a separate object and you'll save as many tris as the number of segments you have. ( check this) the holders look very fragile to me. If that were on the streets, the garbage bin would have already been snapped off the lower one. And it wouldn't hurt to add kick damage to the bin. |
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#7 (permalink) |
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Amateur Artist
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Yeah, but with that technic. Dont you have a lot of wasted texturespace ? Somebody said to me that texturespace is more important then the polycount.
Thanks for the comments.
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Software : Vista - Silo - 3ds Max - Photoshop - Illustrator |
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#8 (permalink) | |
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Game-Artist.net Admin
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Quote:
![]() As far as i know the impact of using intersecting meshes vs solid meshes in rather small. There are more things to consider other than saving triangles imo. no seams in your texture, propper vertex lighting, no wasted uv space, etc... You could optimize the foot piece somewhat though. you have a chamfered edge running there, but the smoothing groups don't do enough work to make it visible... I'd make the bottom 3 loops 1 SG, see if that makes it stand out more... |
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#9 (permalink) |
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Amateur Artist
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using normal maps you'd hide all the artifacts related with this extreme technique. But you need to pay attention to all the rules. Normal maps + different smoothing groups can take to smoothing errors, but on the other hand Normal maps + one smoothing group also takes to smoothing errors.
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