Nice work! It's not often that we see a new and clean leather chair!
What is the purpose of this asset? Is it supposed to be a game asset? If it is, I think the polycount is too high. The leather texture looks great, but for the wood texture I feel like you only did a brown solid color and not even decent texturing and I think it looks pretty bad, especially next to this fantastic leather texture.
I also think it's a shame that you don't show the full maps, maybe not for specular and normal but I'd really want to see the full 1024x1024 map for the diffuse.
What I meant when I asked for the purpose isn't if it was for your portfolio because when you do 3D works it should always be for a portfolio, it was if it was for rendering purposes or real time use? Because when you're working on a piece you always have to have on mind one of the two. In your case I guess it's a real time asset.
I agree that around 2000 tris isn't a huge number of polygons, what I meant is that by removing a few loops out of your asset would optimize it and it would look the same but it's up to you to determine how much you want your asset to be optimized.
From the close-up, I think the wood color is good and the varnish is great too but I still have a problem with the texture in itself. Also, is it me or the front feet and the back feet don't have the same texture? I know it's not visible on the final renders but it looks weird in the close-up.
What is the purpose of this asset? Is it supposed to be a game asset? If it is, I think the polycount is too high. The leather texture looks great, but for the wood texture I feel like you only did a brown solid color and not even decent texturing and I think it looks pretty bad, especially next to this fantastic leather texture.
I also think it's a shame that you don't show the full maps, maybe not for specular and normal but I'd really want to see the full 1024x1024 map for the diffuse.
Keep up the good work!
purpose of this asset: Personal work for my portfolio [link]
Polycount is not too high, its high form some games but i have seen games with 2000 polys tables and chairs.
I think because the upper angle makes the wood look darker. The color of the wood is dark brown with varnish
Close up here: [link]
Textures here: [link]
Thanks alot for your comment and feedback!
What I meant when I asked for the purpose isn't if it was for your portfolio because when you do 3D works it should always be for a portfolio, it was if it was for rendering purposes or real time use? Because when you're working on a piece you always have to have on mind one of the two. In your case I guess it's a real time asset.
I agree that around 2000 tris isn't a huge number of polygons, what I meant is that by removing a few loops out of your asset would optimize it and it would look the same but it's up to you to determine how much you want your asset to be optimized.
From the close-up, I think the wood color is good and the varnish is great too but I still have a problem with the texture in itself. Also, is it me or the front feet and the back feet don't have the same texture? I know it's not visible on the final renders but it looks weird in the close-up.
It was problem from the render engine, fixed now: [link]
its better now
Am zis si aici in celalta poza [link]