About my mockup: I added some edge loops on the long pipe segment, this is because the PS1's shaders would stretch and distort textures if there wasn't enough quads. I don't think many people would be using texture warping anyway but it's a nice touch.
Not a bad attempt. I have feedback to offer. The main thing that sticks out for me is the extruded rings. It'd be a lot for the PS1 to handle, and would, ideally, be part of the texture itself. As for the vertices making the tube of the pipe, it's a ring of 16 vertices from the top to bottom. I feel this could be reduced to 12 vertices, or maybe 8 per ring. As for the interior of the pipes, I think only modelling a bit of the holes was a good call, well done on the optimization. IMO, I'd fill the holes with faces, and paint in clack circles on top. Or insetting faces and extruding in a bit.
The addition of multiple PBR texture maps is generous, but I think the diffuse/albedo is more than enough. The texture itself should also be pixelated, with no filtering. The UVs are quite loaded and could be better optimized, but given the level of detail on the model as-is, I understand why. Finally, I'd keep the texture resolution to no bigger than 256px-by-256px.
I think the model is better fitting as a 6th generation style model (PS2, Xbox, Gamecube, etc), and even some current indie games that bend the graphics rules a bit. I'm, admittedly, a nitpicker, so I apologize if this comes off as mean, I really do like the model. The addition of a rusty alternative is cool as well.
P.S. I mocked up a quick pipe model, using your model as reference. This is what I was thinking of: ctrl.vi/i/ebrS6uU-9
4 comments
@bnsstudio Sorry for the late reply. You're welcome, I'm glad I could offer constructive feedback!
@Emerald_Eel Thank you very much for your suggestions, I will do it with your suggestions from now on. I am sure it will be more beautiful.
About my mockup: I added some edge loops on the long pipe segment, this is because the PS1's shaders would stretch and distort textures if there wasn't enough quads. I don't think many people would be using texture warping anyway but it's a nice touch.
Not a bad attempt. I have feedback to offer. The main thing that sticks out for me is the extruded rings. It'd be a lot for the PS1 to handle, and would, ideally, be part of the texture itself. As for the vertices making the tube of the pipe, it's a ring of 16 vertices from the top to bottom. I feel this could be reduced to 12 vertices, or maybe 8 per ring. As for the interior of the pipes, I think only modelling a bit of the holes was a good call, well done on the optimization. IMO, I'd fill the holes with faces, and paint in clack circles on top. Or insetting faces and extruding in a bit.
The addition of multiple PBR texture maps is generous, but I think the diffuse/albedo is more than enough. The texture itself should also be pixelated, with no filtering. The UVs are quite loaded and could be better optimized, but given the level of detail on the model as-is, I understand why. Finally, I'd keep the texture resolution to no bigger than 256px-by-256px.
I think the model is better fitting as a 6th generation style model (PS2, Xbox, Gamecube, etc), and even some current indie games that bend the graphics rules a bit. I'm, admittedly, a nitpicker, so I apologize if this comes off as mean, I really do like the model. The addition of a rusty alternative is cool as well.
P.S. I mocked up a quick pipe model, using your model as reference. This is what I was thinking of: ctrl.vi/i/ebrS6uU-9