Forums   Articles   Events
SEARCH:
LOGIN:
Register Register Register Contact Us
Go Back   Game Artist Forums > Game Art > Sketchbooks
Register FAQForum Rules Members List Calendar Mark Forums Read
Reply
 
LinkBack Thread Tools Display Modes
Old 17-03-2008, 08:21 AM   #1 (permalink)
Freelancer
Tiros's Avatar
1st Place Winner of Speed Texturing Winner of Speed Texturing 1st Place Winner of Speed Modeling Winner of Speed Texturing Silver Star 
Tiros's User Activity: 10/10
2,472 - 819
Tiros - Sketchbook Thread

Visit last page for newer stuff, this is old!




Well then, finally GA is up again, have been meaning to put this model on here for a while now to get some crits.

I figured just having a rts building and a skull sculpt on my portfolio won't really do, and It's about time I put something on there.. so I decided to start modeling some props and stuff to fill it out. Hopefully I'll be able to create a few rooms or some sort of enviorments when I'm done. But right now, all I got is a TFT screen

I mainly want crits for the texture, but if you got something to point out about the model, I'd be happy to hear, yet I'm not sure I'll actually change it unless it is a major "must change" thingy

Oh, and one more thing, is it okay using the LG company logo? Or would I have to change it into something else perhaps?

__________________________________________________ _____________________

So far I don't consider it quite done yet, but I'd like to hear your points at it before continuing further.

348 Tris






http://img155.imageshack.us/img155/2181/wirepy3.jpg
http://img155.imageshack.us/img155/1582/wire2uk3.jpg

Cheers

Last edited by Tiros; 01-12-2008 at 02:10 PM.
Tiros is offline   Reply With Quote
Old 17-03-2008, 08:44 AM   #2 (permalink)
Senior Member
UnsteadyTeddy's User Activity: 0/10
448 - 186
You could shave some tris from the base like this ( see image attached ).
Also shave some tris from the back stand piece.

Texture is good.
Attached Images
File Type: jpg crit.jpg (11.1 KB, 1202 views)
UnsteadyTeddy is offline   Reply With Quote
The Following User Says Thank You to UnsteadyTeddy For This Useful Post:
Old 17-03-2008, 09:06 AM   #3 (permalink)
Senior Member
Flakk's User Activity: 0/10
336 - 47
texture is a beauty. Is the plastic photosourced?
Flakk is offline   Reply With Quote
Old 17-03-2008, 10:37 AM   #4 (permalink)
Freelancer
Tiros's Avatar
1st Place Winner of Speed Texturing Winner of Speed Texturing 1st Place Winner of Speed Modeling Winner of Speed Texturing Silver Star 
Tiros's User Activity: 10/10
2,472 - 819
UnsteadyTeddy: Thanks, I'll get that fixed

Flakk: Nope, all of it is pretty much just simple colors with a bit of grunge and a slightly grainy and bright specular. Nothing on there is actually photosourced except from the screen-picture that is

Texturing plastic is really a pain sometimes.. had no idea how to go about doing this one either, but simply tested a few things and looked in max to see how it turned out.. and it came out pretty well

Cheers
Tiros is offline   Reply With Quote
Old 17-03-2008, 11:42 AM   #5 (permalink)
Freelancer
Tiros's Avatar
1st Place Winner of Speed Texturing Winner of Speed Texturing 1st Place Winner of Speed Modeling Winner of Speed Texturing Silver Star 
Tiros's User Activity: 10/10
2,472 - 819
Tiny update:

- Added screws
- Moved the logo and note on the back
- Reduced tricount on the back stand

Did however not change the triangulation of the base seeing as it actually increased the tricount by.. hmm.. 2 or something



Still eager for crits on the texture, aswell as any ideas of hwo to make this model more intresting

Cheers
Tiros is offline   Reply With Quote
Old 17-03-2008, 12:43 PM   #6 (permalink)
Senior Member
UnsteadyTeddy's User Activity: 0/10
448 - 186
Oh yeah, what about flats ?
I like the grooves/ vents on the back. Are they normals or just in the diffuse ?
Also the curves at the bottom of the back ( the monitor, either side of the stand ) look like a bit of overkill in terms of tris.
UnsteadyTeddy is offline   Reply With Quote
Old 17-03-2008, 01:00 PM   #7 (permalink)
Freelancer
Tiros's Avatar
1st Place Winner of Speed Texturing Winner of Speed Texturing 1st Place Winner of Speed Modeling Winner of Speed Texturing Silver Star 
Tiros's User Activity: 10/10
2,472 - 819
The grooves are Normal mapped, then filled the holes with black colour on the diffuse to make them look like they're actually holes

Hmm, might be right, I'm not entierly sure what count to aim for.. Some games got really high polycounts.. some got realy low... portfolio pieces got? *shrugs*

__________________________________________________ _____


Diffuse
Normals
Specular

Got a self-illumination on there aswell, but it's only temporary and not worth mentioning

Cheers
Tiros is offline   Reply With Quote
Old 29-03-2008, 05:11 AM   #8 (permalink)
Freelancer
Tiros's Avatar
1st Place Winner of Speed Texturing Winner of Speed Texturing 1st Place Winner of Speed Modeling Winner of Speed Texturing Silver Star 
Tiros's User Activity: 10/10
2,472 - 819
Working on my second piece for this set of props. So far, I've got a highpoly from which I baked some normals. I got the lowpoly done and unwrapped, and some additional normals for the back which were created by painting a heightmap in PS and then ran through Crazybump.

The model has 76 Tris. And sorry for the bad renders.. but I were kinda lazy... and sorry for the damn frame.. but I like it

If anyone wants to see a render without the wire on, just ask and I'll get one for ya.






Normals

Were thinking of increasing the strenght of the normals on the front, but not sure if it'll turn out well. Don't think I can get much more detail into it considering that it's just a 1024x1024 map.


Now then, bring on those sweet crits!

Cheers
Tiros is offline   Reply With Quote
Old 29-03-2008, 05:32 AM   #9 (permalink)
Industry Artist
doylle's Avatar
Winner of Speed Texturing 2nd Place 
doylle's User Activity: 10/10
3,375 - 4,400
Looks alright there. people always told me that you have to give your lowpoly model a single SG, but i suppose for this kind of hard surface modeling you can get away with it... Is there any chance that we can see the high poly model?
__________________
Environment artist - EA dice
JeroenMaton.net
Sketchbook

doylle is offline   Reply With Quote
Old 29-03-2008, 05:47 AM   #10 (permalink)
Freelancer
Tiros's Avatar
1st Place Winner of Speed Texturing Winner of Speed Texturing 1st Place Winner of Speed Modeling Winner of Speed Texturing Silver Star 
Tiros's User Activity: 10/10
2,472 - 819
Ah.. I tried thqat aswell... but that's definetly wrong! :s

If your lowpoly is all in one SG, then your smoothing errors will be projected onto the normal, and it looks horrible... So, one should try using the smoothing groups one want for the final product aswell as when baking normals. It is true though that hard edges around a rounded corner will make the projection rays miss certain areas, but it will help you get rid of smoothing errors. So for hard edges, it is definetly better to use different SG's.

That just made me remember something I havn't said yet by the way... it might seems a bit too much having three edges at the rounded corners, but if I didn't have three edges there it'd create a nasty smoothing error.. so that's why

And about the highpoly, sure thing, just a sec! *renders and uploads images*







Cheers!

Last edited by Tiros; 29-03-2008 at 05:51 AM.
Tiros is offline   Reply With Quote
Reply

Bookmarks
Digg del.icio.us StumbleUpon Google

Tags
adam, environment art, fransson, sketchbook, tiros
Thread Tools
Display Modes




All times are GMT -5. The time now is 10:36 AM.


Powered by vBulletin® Version 3.7.0 Beta 4
Copyright ©2000 - 2012, Jelsoft Enterprises Ltd.
Content Relevant URLs by vBSEO 3.1.0
Copyright © 2006-2008 Game-Artist.Net