Rate my 3d Models
Please be honest. I want to get better and i can't if others are going to sugar coat things.
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**Low Poly Desert Eagle. I will most likely just keep it as is. I don't really want to start adding a bunch of extra stuff to it.**
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**Low Poly Mausoleum. I can make weapons and buildings. I'm working on being able to create characters. I'm almost there!! :)
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**Low Poly Custom Sniper Rifle. I didn't use a reference image to make this. It was right of the top of my head. There are many obvious corrections that need to be made. Feel free to let me know.
*yup. yup.*
You're better off asking for advice on Polycount.net. You will get tons of feedback. There are all kinds of skill levels there, from Hobbyists to Pros.
Well I'm a tools programmer not an artist but here's my 2p
Desert Eagle - really like this and looks exactly like a low poly model should - how many polys are in it btw?
Mausoleum - looks alright but the top step is a different width (prob not an issue) and the cylindrical columns look a bit out of place.
Sniper Rifle - As a whole this looks a like a whole load of primitives stuck together with no modifications. The scope looks nice (although should be positioned further back IMO) but handles and barrel could do with some work.
I hope that's the kinda feedback you're looking for... like I said I'm a tools programmer but naturally I do end up working with our artists quite a lot because of it so I have seen it and honestly the Desert Eagle rivals the similar pistols we've created before on PS2.
Desert Eagle - really like this and looks exactly like a low poly model should - how many polys are in it btw?
Mausoleum - looks alright but the top step is a different width (prob not an issue) and the cylindrical columns look a bit out of place.
Sniper Rifle - As a whole this looks a like a whole load of primitives stuck together with no modifications. The scope looks nice (although should be positioned further back IMO) but handles and barrel could do with some work.
I hope that's the kinda feedback you're looking for... like I said I'm a tools programmer but naturally I do end up working with our artists quite a lot because of it so I have seen it and honestly the Desert Eagle rivals the similar pistols we've created before on PS2.
Philip LutasMy site of randomness
You look to be making beginner mistakes when it comes to polygon resolution. You have very low poly, rough models, but your cylinders are perfectly round.
Quote: Original post by lutas
Well I'm a tools programmer not an artist but here's my 2p
Desert Eagle - really like this and looks exactly like a low poly model should - how many polys are in it btw?
Mausoleum - looks alright but the top step is a different width (prob not an issue) and the cylindrical columns look a bit out of place.
Sniper Rifle - As a whole this looks a like a whole load of primitives stuck together with no modifications. The scope looks nice (although should be positioned further back IMO) but handles and barrel could do with some work.
I hope that's the kinda feedback you're looking for... like I said I'm a tools programmer but naturally I do end up working with our artists quite a lot because of it so I have seen it and honestly the Desert Eagle rivals the similar pistols we've created before on PS2.
Thank you. This was the exact type of feedback I was looking for. And yes, the sniper rifle was just a bunch of the part smashed together i didn't bother doing any adjusting to it. I have a new model of a sub machine gun i would love to see you guys' opinions of it. And I think the desert eagle might have 200+ polygons maybe somewhere close to 500.
*yup. yup.*
Quote: Original post by Daaark
You look to be making beginner mistakes when it comes to polygon resolution. You have very low poly, rough models, but your cylinders are perfectly round.
The reason for that is with my 3d program, the cylinders come out like that and everything else, that I have to build from sratch(poly-by-poly modelling), is harder to make as round as I needed. But I've gotten better.
*yup. yup.*
As mentioned before you might want to learn how to skin and texture models before developing your technique too much.
EDIT:
More specifically I think your going to have trouble when you transfer the models to a real time rendering engine or API.
EDIT:
More specifically I think your going to have trouble when you transfer the models to a real time rendering engine or API.
we cannot rate your 3d models if you dont post a wireframe shot and a polycount. This is very important for game art. :)
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