View Full Version : factory env
trashed 07-11-2008, 08:26 PM any crits are apprichated...thanks for takin the time to look.
http://i240.photobucket.com/albums/ff160/elliottcodyt/whoo3.jpg
http://i240.photobucket.com/albums/ff160/elliottcodyt/whoo2.jpg
http://i240.photobucket.com/albums/ff160/elliottcodyt/whoo.jpg
| |
Shade01
07-11-2008, 09:37 PM
Holy sh*t thats a lot of polygons :eek: Are you in the right forum?
All of your pipes- if you were going to put this in an engine you can get smooth looking pipes with 8-12 segments and a smoothing group applied.
Also, what's up with all the vertical segments? You don't need them except where the pipe curves.
Your nuts and bolts, and trim should be rendered into normal maps/very simple geometry if you intend on having so many.
You should be uv'ing this stuff as you go or you're going to have a devil of a time later.
I don't kno what that back wall is but that poly count is just crazy, even for high res.
Nice detail overall in the scene!
LaughingBun
07-12-2008, 01:28 AM
it looks really cool, but ya i dont think your in the right forum... the stuff isnt optimized at all it looks like you didnt even try to optimize it.
DonKo9
07-12-2008, 02:05 AM
It seems like you smoothed the pipes...
Instead of smoothing the pipes you should find the right ammount of loops you need per pipe and model them with just that. After that smooth out just the normals and everything will be fine.
gsokol
07-12-2008, 07:02 AM
I have to agree with the above posters. The detail of this is awesome. However when you get to texturing, if you aren't laying out uv's as you go, something this big will be a mess when texturing comes around. Keep up the work though, its a really nice start.
SenorTron
07-12-2008, 07:22 AM
As other people have said it looks cool, but way too many unneccesary polys for a game environment, and if none of that is uv mapped yet it is going to be a hell of a job.
GOBEE
07-12-2008, 09:07 PM
all in all, good job. just start deleting edge loops. try and get the poly count down to a reasonable amount while maintaining all the detail you currently have. don't forget to use the split vertex tool on the faces that have more than 4 sides; like whatever those things are you modelled that are jetting out at an angle. I'm counting about 16 sides right now.
trashed
07-13-2008, 05:25 AM
This actually is for my demo reel i wasnt sure entirely where to post env models at...i'm new to cg talk where should i be posting stuff like this at?...
*edit
and yes the wall is disgusting i know haha sorry about that, we had to have a certaint amount done for school panel review so i just threw somethin together
CGTalk Moderation
07-13-2008, 05:25 AM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.
vBulletin v3.0.5, Copyright ©2000-2009, Jelsoft Enterprises Ltd.