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A jam submission

Weapons PackView project page

Final year project @ Staffs Uni
Submitted by JamesConwayArt — 5 days, 2 hours before the deadline
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Weapons Pack's itch.io page

Results

CriteriaRankScore*Raw Score
Mesh Quality#63.0003.000
Material Quality#63.0003.000
Presentation Quality#72.7502.750
Overall#72.9172.917

Ranked from 4 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Judge feedback

Judge feedback is anonymous and shown in a random order.

  • You have a nice variety of weapons here along with many different props, it is nice to see such a varied undertaking, the meshes seem to be well detailed and do not have any obvious proportional problems however due to not being able to see these assets individually I am unable to closely assess the mesh quality. Shots of the topology and poly counts for these objects would be very valuable to know. Material use seems to be decent, correct materials applied to objects with properties such as metal and roughness being clear. Many materials seem slightly too uniform with little uniqueness or details such as wear or imperfections on them outside of basic material parameters. A breakdown of the textures used and information on the maps/resolution would also be helpful. Presentations to show off your setup is unreal would also be helpful to present to viewers as this can help others appreciate your knowledge of the engine. Renders and lighting are decent but from the limited angles and no individual shots of assets or a breakdown from multiple angles it is hard to get a clear picture of each asset and the effort gone into each one to build this scene. Scores reflect the difficulty in being able to assess the work you have done. It is difficult to critique the work you have done from these images alone.
  • Awesome piece of work here! Overall mesh wise you've really given yourself a lot to do and you've been really consistent. The meshes are great and nothing is left to the imagination. These could all go the extra step though in terms of sculpting and organic details. The presentation ability is great but could go further in complexity even at the cost of scoping down the scene. The materials suit the purpose but again I think there's a little extra level of detail and time could go into these to tell a story for each object. They come across a little flat so much contrast in your albedo and roughness values would not go amiss. I like this presentation method which places the assets in a realistic situation but it would help to have this all sitting within a scene of its own, such as a wall behind the shelving and filler dressing like boxes either side. Something quick and easy to make it feel less of a void. Top job, well done!
  • Your models from the most part look okay, you do have some major smoothing errors in some areas. That Glock model needs a major rework. You need to work on your organic shapes more. Study the references closely and constantly compare your model to the reference. The materials are very dark and look to have minimal detailing. Look into the manufacturing process of the material you are texturing. Most will have some form of microdetail. More Colour variation and roughness variation is needed. Overall the scene presentation is nice. Its quite creative, although the vertical format of the rack leaves room for a lot of wasted space in the zoomed out renders. Try experimenting with some warmer lights or a different scenario with some FPS hands.

Portfolio Website
https://www.artstation.com/ceeway

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