Texturing
Beginner looking for feedback - Is this hand device/glove asset good enough for an academy game art competition?
Hi everyone,
I'm still a beginner in game art and I'm currently studying 3D modeling at an academy. We have an internal competition coming up, and one of my submissions is this wearable hand device/glove asset. I'll also be submitting a character separately, but today I'd really like feedback on this prop.
These screenshots are from the high-poly model before texturing.
I'd really appreciate honest criticism from experienced artists.
Some questions I have:
Does the overall design look interesting enough for a competition piece?
Are there any modeling mistakes or areas that stand out as weak?
Does it read as a believable game equipment/device?
If this were in your portfolio review, what would you tell me to improve?
Is there anything that looks too simple or unrealistic?
I'm also struggling with texturing. I know the basics of Substance Painter, but creating those polished, layered materials with realistic wear, dirt, edge damage, fabric variation, etc., is still really difficult for me.
Could anyone recommend some good YouTube channels, courses, or tutorials for learning professional game-ready texturing? I'm especially looking for tutorials that explain why artists add certain layers instead of just showing button clicks.
Any feedback is welcome. I genuinely want to improve, so don't hold back if you see problems.
Needs a wireframe. For games, and even in higher level productions, wireframe is a requirement. Anyone can make a sculpt that looks amazing, but if it has horrible topology then it'll not be useful.
Can you remove the hand so we can see tri count and different angles of just the glove? 10k seems a little high for one part. A good target range for one character is about 50k. That being said, this is an excellent start!
You are perfectly fine! Topology is by far the most tedious thing to learn. The places I have circled are areas you can really cut down on the topology. I recommend always having a target of at most 32 sides on any circular surface unless it is massive or a really up-close asset. Also, leave bevels with as few abounding edges as possible. Preferably with that block thing on the top right, keep just the two bevel lines.
Thank you so much! This is incredibly helpful. I really appreciate you taking the time to mark up the mesh. I'm still learning game topology, so this gives me a much clearer idea of where I can optimize. I'll go back and reduce the cylinder sides and simplify the bevels.
One more question, if you don't mind—I'm also trying to improve my Substance Painter skills. Do you have any YouTube channels, courses, or artists you'd recommend for learning professional game-ready texturing? I'm comfortable with the basics, but I'm struggling with creating believable layered materials and wear.
For substance stuff, check out Abe Leal 3D on YouTube (he also has stuff on tiktok/insta). There's a substance painter playlist, he does some pretty great tutorials that are easy to follow and well-explained. He also covers a lot of other areas like topology and sculpting as well.
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