Good job on cleaning up the geometry on the rubble.
The belt-looking part of the bundle of torches looks better, but could still use a little bit more work. The second belt looks a little loose. You might want to move the second belt down or add another belt. Alternatively, you can have one large belt model wrapped around it, then your diffuse texture can be a bunch of smaller ropes tying it down.
How are you going about modeling these out?
You could model the belt a few ways:
-You could model it out plane-by-plane and use a shell modifier to turn it into geometry. (easy to do, but rather tedious)
-You could "fake it" but overlapping cylinders tightly on the model, then pushing some verts around to make it look like the belts are hugging the bundle of torches in some areas. (This kind of trick is commonly used when creating high poly models, but you could do the same thing on this low poly model)
-Start with a cube, elongate it, give it a bunch of edgeloops, then use the bend modifier to wrap it around the bundle. Then once you're satisfied with the bend, drag a copy of the piece aside (just in case you need to use it later) and collapse the one on your model. After you've collapsed the one on your model you can get rid of excess geometry and push and pull verts if needed.
Other things:
Not only does a prop's silhouette have to read well from a distance geometry-wise, but so does the texture.
Make the wood texture read better by painting in exaggerated wood grains. Also, would unused torches really have already-blackened heads? Hahaha. Have the heads of the torches be wrapped or something (in your diffuse texture.)
If you have any questions, let me know. If you don't have time to make a lot of changes or adjustments, that's okay. Just keep the tips in mind for future props/projects.
The belt fastening the torches needs more geometry.
ReplyDeleteAlso:
http://i514.photobucket.com/albums/t342/Shad0wForce/Rubblecrit.jpg
Yeah thats a ridiculous amount of not-quads, whoops.
ReplyDeleteThe mystery section is an indention: http://i.imgur.com/surNO.png
also: fixed?
ReplyDeleteGood job on cleaning up the geometry on the rubble.
ReplyDeleteThe belt-looking part of the bundle of torches looks better, but could still use a little bit more work. The second belt looks a little loose. You might want to move the second belt down or add another belt. Alternatively, you can have one large belt model wrapped around it, then your diffuse texture can be a bunch of smaller ropes tying it down.
How are you going about modeling these out?
You could model the belt a few ways:
-You could model it out plane-by-plane and use a shell modifier to turn it into geometry. (easy to do, but rather tedious)
-You could "fake it" but overlapping cylinders tightly on the model, then pushing some verts around to make it look like the belts are hugging the bundle of torches in some areas. (This kind of trick is commonly used when creating high poly models, but you could do the same thing on this low poly model)
-Start with a cube, elongate it, give it a bunch of edgeloops, then use the bend modifier to wrap it around the bundle. Then once you're satisfied with the bend, drag a copy of the piece aside (just in case you need to use it later) and collapse the one on your model. After you've collapsed the one on your model you can get rid of excess geometry and push and pull verts if needed.
Other things:
Not only does a prop's silhouette have to read well from a distance geometry-wise, but so does the texture.
Make the wood texture read better by painting in exaggerated wood grains. Also, would unused torches really have already-blackened heads? Hahaha. Have the heads of the torches be wrapped or something (in your diffuse texture.)
If you have any questions, let me know. If you don't have time to make a lot of changes or adjustments, that's okay. Just keep the tips in mind for future props/projects.
:D