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The random model thread!


KIIIA

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do I should know  that my post box is to spec/glossy ? :)

 

Nope that's perfect man! I meant your stuff looks like a picture that's amazing how you improved your skill. I remind me your first attempt that was already looking awesome. You a very skilled artist. Keep it up :)

 

Shit dude ! that's very nice to read, much appreciate ! ;)

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Loving that piano Red Yager. I feel like you could improve the texturing on the seat a little bit though. It's a little flat atm. How many poly's is it? It would be cool to show the wireframe as well.

 

Thanks Psychicken, you're right about the seat looking flat, I think the wood overall could be improved a fair bit. Including the stool its 1084 polys, here's the wireframe

 

EGOuypd.jpg

 

I also made the mistake of mirroring the stool leg closest to the piano, hence it looking darker 

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Loving that piano Red Yager. I feel like you could improve the texturing on the seat a little bit though. It's a little flat atm. How many poly's is it? It would be cool to show the wireframe as well.

 

Thanks Psychicken, you're right about the seat looking flat, I think the wood overall could be improved a fair bit. Including the stool its 1084 polys, here's the wireframe

 

EGOuypd.jpg

 

I also made the mistake of mirroring the stool leg closest to the piano, hence it looking darker 

 

 

Separate all the piano keys so I can play! :D  Nice normal map on there btw. I like how clean this is.

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Loving that piano Red Yager. I feel like you could improve the texturing on the seat a little bit though. It's a little flat atm. How many poly's is it? It would be cool to show the wireframe as well.

 

Thanks Psychicken, you're right about the seat looking flat, I think the wood overall could be improved a fair bit. Including the stool its 1084 polys, here's the wireframe

 

EGOuypd.jpg

 

I also made the mistake of mirroring the stool leg closest to the piano, hence it looking darker 

 

 

Hi. 3D modelling n00b here. I've been toying around with Maya lately, slowly getting the hang of the basic toolset. I see that all your faces have 3 sides. I see many places where you use 2 3-sided faces where I probably would have used one 4-sided face. Is this best-practice for objects in game engines or is this model simply not optimized yet or...?

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Hi. 3D modelling n00b here. I've been toying around with Maya lately, slowly getting the hang of the basic toolset. I see that all your faces have 3 sides. I see many places where you use 2 3-sided faces where I probably would have used one 4-sided face. Is this best-practice for objects in game engines or is this model simply not optimized yet or...?

 

 

What e-freak said is true. Game engines always triangulate.

But it is better if you do it yourself before baking the normal maps, because normally every game engine or 3d app have it's own way of triangulate the mesh.

And you don't want your normals to look different when you import a model to the game engine.

 

Of course you can keep a clean version of the model, for further iterations.

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Hi. 3D modelling n00b here. I've been toying around with Maya lately, slowly getting the hang of the basic toolset. I see that all your faces have 3 sides. I see many places where you use 2 3-sided faces where I probably would have used one 4-sided face. Is this best-practice for objects in game engines or is this model simply not optimized yet or...?

 

 

What e-freak said is true. Game engines always triangulate.

But it is better if you do it yourself before baking the normal maps, because normally every game engine or 3d app have it's own way of triangulate the mesh.

And you don't want your normals to look different when you import a model to the game engine.

 

Of course you can keep a clean version of the model, for further iterations.

 

 

I take away from this: it's better to triangulate everything (yourself) but not before you add normalmaps?

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