Tuesday, 26 February 2008

Assets

All my assets





7 comments:

Tom Li said...

i think the texture n the side of that pepsi bottle could do with having the uv's tweaked a bit, and the melty effect on the cone is AWSOME!

Alex Holt said...

I'm going to be frank here Joey, I'm not doing this out of any desire to offend you but you really need to sit back and look at your own work here and look at it in an unbiased way. The middle three models are frankly awful, to begin with, the bottles don't fit thematically with the look we are going for - a full bottle of coke/pepsi does not make any sense in this cotnext. Remember this is somewhere that has supposedly been a revolutionary stronghold abandonned for years, branded soft drinks bottles detract from the mood for one thing, beer or spirits would be better as it has a sterner mood, plastic doesn't add to the ambient, glass bottles would. Also the bottles should be empty and cast away, not full as if someone has them ready to break out for a drink.

That aside these models are just fundementally bad - I don't know your poly budget on them, but either way they needed to be smoothed or at least not look like cuboids. Your mapping is appalling, particularly on the pepsi bottle where it is stretched to hell. I don't know how you did these but they should have been cylindrical mapped. Lastly the textures don't even look right. Use photographs for textures, you don't seem to have done here.

I'm not trying to be mean on purpose, but realisitcally if you try and get a job by showin them work like that you aren't going to get anywhere. Think about what you are doing, have reference there, and if you dont know, ask.

The cone isn't as bad but your normals and speculars are way too high, and you clearly haven't been lookign at a cone as you made it as I can see immediatly by looking at it that its the wrong proportions.

Carter said...

Coo, I really like that wire/dirt model you've got there.

If you converted it to an alpha ,if it isnt already, and erased that crisp packet in the corner i could use it straight away

Also don't be disheartened too much with the modelling, half the skill is in looking at the object you want to model and breaking it down into its component pieces once you have that the technical side of things becomes second nature

Joey said...

Alex.

1. I am already over poly for some of these items so adding any more isn't a good thing.

2. I did cylindrical map them.

3. I did look at a cone, thank you very much, and when I showed it to Ben he was happy with how it looked once it was damaged a bit.

4. I'm tweaking things to make them better.

5. I wouldn't be showing this work anyway as I'm working on other personal projects and we have the third year to go and I would want to model better looking assets with higher polys to show off. The bottles are something I'm working on to the best of my poly limit so they're not going to be perfect because it poly limit isn't high enopugh to have a round shape.

6. I did bloody smooth them!!!!!

Alex Holt said...

You are missing the point of what I'm saying, and I apologise on the part that reading what I said back, it comes off as far more irrate than I intended. None the less, the points I made still stand. This is not done to offend you, and you can ask anyone you want, me included, for help with these things. Its going to be important if you intend to improve that you acknowledge your mistakes.

The assets listed in your assets listed were pretty flat things in general that wouldn't really require that many polys. As you did bottles which cant be done in alpha channels (like the things listed) you can probably get away with a few more. I just had a go now and I got a reasonable bottle at less than 50 triangles if it were only ever going to stand on end. As it would ideally be used on its side tooI filled the bottom in and chamfered that edge taking it up to 68. That kind of triangle count should be fine.

As you did do a cylindrical map I'm guessing you stretched the mapping at some point in the process or didn't have a equal dimensions on it. This isn't a big problem to fix, try posting up your mapping sheets on here so we can have at look at them. This isn't something thats going to be hard to fix.

Shape wise the cone is stubbier than any cones I've seen, just stretch up the whole thing up by about the height of the top orange section added onto the top. The other thing is that the normal map doesn't really have much to do with the cone. It has a bobbly look whereas its more likely that it would be scratched a lot. If you need to, find a nice equally lit photo of some scratched plastic and overlay in faintly over the diffuse before making the normal map. Even if you don't want to do that, just make the normal map a lot more subtle in general as it distracts from the fact it is a cone.

If you have smoothed them already then you just need to turn it up a bit. This is only an issue because there are really visible edges.

Remember, this is not a personal attack, I have my own weaknesses in max and its far from the eaisest program to use. Most of this stuff should be easy to fix though and its worth putting in the time to be getting it right because once you are comfortable with this stuff you should be able to do it without thinking.

Ben Wilkinson said...

Ok, Alex you crits are mostly accurate but im sure that Joey can see what is right or wrong with her models. You need to try to highlight what someone has done right as well as wrong then they can better understand the areas they need to work on. Also remember that this project is marked on an indivdual level, so if u wanna make some varations of these assets urself then go ahead.

Joey, The cone and the newspaper will fit in well with the game so i dont think they need changing unless u want to. I do think u could neaten up the alphas a bit on the wires, then we can use that too.
As for the bottles we could just replace the texture with a glass shader in the engine and maybe add a few more polys if need be. The poly count isnt a rigid thing, its more of a guideline. As long as there is good poly distribution (which i think u have got the hang of now) then its all good.

Theres really no need to get uptight about these little things, just focus on ur own personal progress more than what the end result will look like. if anyone needs help or advice then just ask, me and carter are gonna try and work in the lab every day from now on.

Joey said...

Thanks Ben and I'm sorry for being so snappish Alex, the glass texture on the bottles sounds like a good idea.