Hi all! I desired to do some complex modelling. The first idea was antique furniture due to its commonly used curves with beautiful wave cuts
When I started working on the project, I still captured mostly the form and not the details, although I enjoy my render. The next time I shall focus on a single object, but with great details. I want something outstanding, not general and also the time is running out
And I tried keeping them all not high-poly. Maybe they’ll fit in some stylized game, what do you think?
As far as the technical aspect goes, I don’t see any blatant mistake, but some things could be done better.
The main thing I would improve is the inconsistent detail density. There are some areas with small and finely detailed features, but some of the larger curves that affect the object’s main silhouette have very few sides and the polygons are easy to see.
If you are worried about polygon count, there are places with grids of polygons on flat surfaces, where you could easily merge vertices together with no visual difference. This would give you back the polygon budget to add more sides to the big curves.
It’s cool there are interesting things going on ! Like others mentioned, it’s sometimes unclear if you go low poly as an art style or as a technical limitation.
I think there is still some work to be done to reduce detail and simplify the shape so it’s completely low-poly as in art style.
But trying something fully detailed could be less risky and a good learning experience anyway…
Yeah, I think unless you have a lot of experience on lowpoly it’s going to be hard to come up with something really tight.
This probably needs some trial and error and various experimentation to come up with a recipe that will dictate how and where to reduce details…
Oh, some “antique furniture,” especially very expensive stuff like this looks to be, has been pampered in a rich man’s home or mansion, and would never appear the slightest bit “worn.” I definitely like the styling of the sofa. Very original.