Is this acceptable for a game asset?
>>712130Depends on the game. If it's an action shooter and that thing is visible for two frames before it explodes in a nuke caused by the villain, it's good enough. If the game is about being an ant crawling on this thing, then no.But I'd say the algae looks more like some sort of fabric.Also the rice should be more "washed out" in a subsurface scattering kind of way, and have a higher roughness
>>712136Seaweed shouldn't be so round on the edgesRice doesn't look rightI will order salmon avocado sushi rn for you and take a pic hold on 45 mins
>>712136Definitely better, but could be even stronger. That rice is quite transparent irl. Also the algae is too thick and the bump effect on the salmon is too strong
>>712137>>712138The seaweed thing I'm working on.I'm getting mixed signals on the rice, some say it's too gray, some say it's too transparent and some say it's not transparent enough.
>>712139For starters it wouldn't bee so bumpy.Either it's the end of the roll, and he seaweed would also look much more rough around the edges, or it's from a cut in the middle. That causes the rice to look quite flat.
>>712140I might have to alter the model itself a bit to make the edges rougher.
>>712139The rice is too grey because it isn't transparent enough.
>>712130>Is this acceptable for a game asset?No. Too many details. Too much effort for such an unimportant object, which tells everybody that you just want to show off and spend too much time on it.
>>712136the most glaring problem is the fact it is a neat cylinder. the whole shape is not organic enough.
>>712142>>712143Is this better?>>712144Just trying to get acquainted with the software. The detail is mostly in the height map with some quick work in the roughness. Aside from the middle part the colors are just dark green and white fill layers. Not that much work even for my first time.
>>712149Yeah the model itself is supposed to be very light on polys but can adjust general shape after I apply the material anyway so it's not too much of a problem.'This is the shape with no displacement or subsurface.
>>712150Now it looks like a barrel. Really got to do something about the seaweed rim, it should be sharper not look like it was beveled in blender 2.79 (because blender 2.8 CANNOT bevel)
>>712150>>712151Maybe too much rice
>>712154>>712155Lowered the rice count a tad, slimmed down the seaweed wrapping in the actual model and adjusted the height a bit cause I accidentally lowered the height of the rice without accounting for the middle filling.I think I'll call it a day for now.
>>712144How do you know the context in which that model would be in?Some NPC eating it in the background? Yes, too much detail. A cutscene with a close-up of it being eaten by a protagonist? Probably a proper amount of details. Yes, the sushi being a tiny background piece is much more likely to happen so in that case that would be too many details and tris, but everything depends on the importance of the subject in a particular shot.
>>712154>because blender 2.8 CANNOT bevelI really don't get this meme / lie.It's like saying "maya has no particle system".Everyone knows it's not true, so why do schizos like you repeat it anyway?>>712163>A cutscene with a close-up of it being eaten by a protagonist? Probably a proper amount of details.Nobody in the industry describes these use cases as "game assets".
>>712137>>712143I love this place
>>712164>Nobody in the industry describes these use cases as "game assets".???
>>712164>>712165>Durr I know how to use plugins
>>712130please observe a real seaweed and fishat your texture density that sushi will be like 1m tall
>>712174That's native though
>>712173What's your confusion?You think everybody is like: "High poly mesh + high def maps + displacement shader for small stuff is totally game ready"?
>>712151Too many polys on the cilinderMake an 8 or 6 side polygon and a shitty jpeg texture.This is a very small object for a videogam (unless there's an scene where you have to look at it or something)
>>712130that neither A: looks like a convincing sushi, or B: is ready to be a game asset in any manner.
It looks like a barrel filled with eggs.
>>712144Typical western attitude towards food
I worked on it a little more today.
>>712641A bit blurry
>>712643I think the rice is too shiny/looking too wet
>>712643Your rice should literally be sticking out of the seaweed.
>>712157Your bumass has been told the seaweed looks like a barrel. Crikey bliley spins a web inside me
Cum globs wrapped in asphalt
Now I'm hungry
>>712130That much detail is NOT needed for a gaming asset. An extruded canister with that texture map should suffice just fine.
>>712739What if it’s a hero asset? Sushi roll is the main playable character and you’re escaping from a restaurant.
>>712739Left some polys in there to preserve the general shape. 74 polys is too high for this?
>>712791The poly count is not the problem.The displacement shader is.
>>712791Pic related is as far as you should take it. Simple shape with a texture map. No need for a displacement map at all.
>>712811>ps 1 grafixit's not the 90s anymore gramps
>>712811Not many games would have detailed food but games like Final Fantasy 15 go all out.
>>712813When was the last time you saw a piece of sushi up close in a video game, and thought, "You know what? I'm not buying it. It needs more polygons."
>>712815Okay, that's completely different. I was under the assumption that op was building in-game assets needed to populate the world as you play in real-time. That pic you posted is mostly likely from a cinematic cut scene.
>>712816Final fantasy 15.
>>712817>>712818pbr has made this kind of thing not unrealistic for regular gameplay and no it's not a cinematicffxv uses scanned food though, not modelled
>>712143Anon that was actually really cool of you to do. I hope you enjoyed that sushi!
>>713538Between complaining about blenders lack of bevel and shitting on Houdini math nerds, I do love some nice sushi.
>>712817>That pic you posted is mostly likely from a cinematic cut scene.You fucking for real? It dosnt even look that good, its clearly real time.>>712820>ffxv uses scanned food though, not modelledAccording to devs the devs they cooked the food, took pics and use them to model and texture, its not scanned.Also a pic where people remade the food in real life, lol.
>>712820>ffxv uses scanned food though, not modelledalso scanning reflective and transparent shit like soups and tomatoes or rice is a nightmare, gotta cover it in paint first, much easier and faster to just grab the textures, remove shading to make albedo, and then remodleing by hand and projecting photos over models for textures, sculpting up a bit, baking, and you done.
>>712130Could you show us the wireframe? I'm interested.
>>713595I'm quite interested in whatever there is on the first plate closest to camera, what the hell are those? sandwiches?
>>712739>That much detail is NOT needed for a gaming asset.That's kind of the problem with "game asset", it's one of those dumb qualifying statements like "my first model" or "I'm a beginner"OP should have defined what restrictions "game asset" means here, like:-10k poly budgetor-120k poly budget for gameplay but also a 1.2m budget for cinematics-It's a prop viewed from far away, the player can't interact with it, it's part of a relatively static background or- It's a prop and the player can pick it up and inspect it a la Skyrimor- The player can't pick it up but they can displace it with physics (rockets, guns) but the camera is high up like a MOBA or the camera is always in third person mode>>712791Were you working on references before the CEO of Activision took a picture of his sushi? I mean you honestly kind of need to start over, your rice looks nothing like the (admittedly) extremely complex substance in the reference: light is passing through it, but also there's some sauce or whatever the fuck blocking the light and covering some of it, and the color of the surrounding stuff (whether it's the pink of the salmon, the green or yellow of the other bits, or the black of the seaweed) are all contributing significantly to the color of the rice in those areas (because the rice is translucent), and then of course the rice is also wet and shiny, and then the salmon itself also has these complex properties Now admittedly all that autistic shit I just wrote really only applies if you want MAXIMUM SIMULATION but you failed from the outset to define a set of goals or framework to constrain yourself to. As I said "Game asset" is too vague
>>714483>120k poly budget for gameplay>on a roll of sushi
>>714528there are scenarios where that absolutely makes sense
>>714534Sushi Simulator 2020
>>714335For the high poly or the low poly? The one in the op was really unoptimized just for the sake of texturing.>>714549I like it.
>>712791You can go a bit more. Try to reduce the poly count while keeping like 90% of the detail. Going from "film/render" to game is a lot of optimization.You can get away with making the top and bottom flat and doing the rest with a normal map. Looks nice anyway, >>712704Yeah, just optimize the hell out of it, and try to maximize detail. It can be really tough at times, but you gotta learn to compromise *some*.I'd go for a nice smooth cylinder shape with "some" irregularities, and a flat top and bottom. Depending on the model you either go high poly > low poly, or just go straight low poly if it's simple enough.I'd say it's good, but materials are a little on the glossy side. Good luck, brudder
>>712143Enjoy your worms
>>715635even japan stopped being retarded enough to actually eat it raw, they flash freeze it firstcivilized places also salt/smoke it afterwards
>>715666>cure it after destroying it by flash freezing
>>712130Sushi rice doesn't look that wet.
>>712130Dunno about game asset but what kind of savage eats raw fish.
>>715730that sushi has mayo mixed in to it
>>715735One of the most advanced countries on this planet that I also call my home.