GIO Works

Hi to all , i started this thread as my personal showcase, in wich i will put all my works! You can comment, like, dislike, give ideas or requests i accept all.

First Work:

Ruined Water Well With Sword (394 POLY BUT IT CAN BE OPTIMIZED MORE)

Uploaded with ImageShack.us

It looks nice, but who stuck their sword in my water well?

before anyone flames you, Ill say it. Showcase is for your games :slight_smile: There is a topic about what youre working on http://forum.unity3d.com/threads/70252-What-Are-You-Working-On you can post there for some good critiques.

Actually, the “About Showcase” thread says “anything you post here must be created with Unity or be directly useful in Unity projects.”

It doesn’t require that it be a game, only that it be usable in Unity.

Yes that is quite right. GIOWorks, please post away :slight_smile: 364 poly is quite impressive for something that looks pretty good. Show us more!

Thanks guys, i understand what you are talking, but i want to keep together my works, so they are not spread on forum. Works of me most will be art but im making games also so i dont want do spread them around forum.

Here new work:

NoSurviveSolution Object Non-Textured (313 POLYS) :

Uploaded with ImageShack.us

Update:
Texturing WIP:

Uploaded with ImageShack.us

Looks good but fix the seams on models resize the texture so its 1-2 pixels bigger then on the original uv map.

Just a quick critique:

  • Texel density is inconsistent, upper portion is getting much less texture than the base
  • Brick texture is tiling unevenly around the top of the base. Bricks facing up should really be aligned the same direction as the bricks perpendicular to the ground, flowing radially around the model.
  • You’ve got lots of extra polys. There’s a bunch of edge rings going up the post which aren’t contributing much. Some of those verts are being useful to the silhouette, but there are quite a few that aren’t and they should be merged with their adjacent verts. Don’t be afraid to use triangles!
  • I like the color variation, especially with the moss on the side.
  • Sword is sort of odd there, but isn’t necessarily a negative if you’re happy with that style.
  • Don’t wells usually have rope pully systems? Would be a nice addition to the silhouette to have some rusted pullys or a bucket or something.

Something to add about presentation, don’t render your images against black. Either put your model in a scene or at least change the background color to a gradient or a warm/cool grey. Would be nice to see the texture, or at least some indication of how your UVs are laid out.

Don’t get me wrong, good work so far. You have some ways to go with optimizing your meshes (that grid pattern needs to go, only keep verts that are absolutely necessary to the silhouette or uvs) and you should try to give your model a more consistent texture resolution, but you’re well on your way with color choices and proportion. Keep it up!

Thanks on comments i will try to improve my self!

CUBIC-KOCKASTI

SAMPLE WORK, FOR ANIMATION TRAINING

UPDATE: IT NOW HAVE ABOUT 800 POLY’S BECAUSE ANIMATION NEEDS IT :smile:

Uploaded with ImageShack.us

My first digital art work.It is not anything special but i like how it look. I wanted to make some kind of spear, but i suddenly realized cool axe in my sketch so i did some changes.

Uploaded with ImageShack.us