So on the tron bike, or in any topology for that matter, if it's a single object, keep the quad size the same, for as much as you can, hence why if you use zrememesh on zbrush for example, all of the quads are the same size. In terms of distortion I was talking about the flow of the lines, the object is quite smooth but the topology would suggest it isn't. I could tell you a list of reasons why topology is important to have aesthetically pleasing but i'm sure you're smart enough to imagine some up.
And yeah, on your shark your topology is uneven and is far too simple for an organic object, especially if it were to be rigged, you need those quads so the weight maps can be more accurate.
Ah woops. I always just focus on getting as low a poly count as I can whilst keeping the shape. Keeping the quads the same size ends up takings a back seat to keeping the poly count low and having the lines exactly where i want them. The smoothing ends up making there be little difference in poly size by the end anyway, usually (excuses, excuses). I guess im prioritizing the wrong things. Either way its bad practice (and lazy) so thanks for pointing it out ill keep it in mind with my future models.
Pretty much the same thing with my shark. I figured since we don't need to animate the shark I could just knock out a low poly model and let the displacement/ smoothing do the rest. Lazy lazy. If I have time I'll either quad draw it or just start the whole thing again.
Thanks a lot for the help. I really appreciate it!
Couldn't comment on how well your models are made. But just as what i think looks good. I think you should zoom in more on the turn around of the Tron bike because the environment is cool but its distracting from the bike a lot. The engine looks awesome but also very new. I don't just mean dirt, You could add some really nice elements of story if you added more signs of where it's been damaged and repaired and such. For the table, I'm uncertain as to what all the glass in the air is and why its there. I know you said its in a ship thats being destroyed but right now I'm not reading that from it. Looks awesome dude, keep it up!
A few people have mentioned that I should zoom in and I couldn't agree more. I was a bit into the rendering when someone first mentioned it. I think I should be able to re-render it before the deadline (fingers crossed). Yeah I still need to finish the textures for the engine, I do intend to dirty them up. I hadn't really thought about adding physical (modeled) damage or signs of where its been repaired. Those are awesome ideas.
I'm banging my head against the wall with this damn table. Thats a good point about the glass, it doesn't really seem to fit. Its meant to be coming from the smashed window in the background but the way I've done it just looks silly. I should have simulated the windows smashing so it spread properly (maybe denser amounts of glass near the windows and just a few closer to the camera?) instead of just plopping shards around in the scene. At the moment I'm tempted to get rid of the window and the glass. Somethings just not working in the scene.
Thanks a lot for the crit
I did a little more on the table. Apologies for the low quality its just a quick render.
Not sure if i should keep the pillars or replace them with something else.I intend to have some cables hangin off them. Maybe some cctv or something too.