29-10-2025, 01:16 AM
Hi, I'm Sven lead artist of STK 
I cannot test the kart itself at the moment so I'm going of your pictures (and I also can't see the animations for that reason)
I'm not sure which state you consider this kart in (early wip, or almost finished, etc) so I will give critique for everything.
This is definitely better than the current version of Suzanne and I don't want to be harsh, but I think there are some things that really should be improved.
The character model seems to be good imo, but it's a bit hard to tell only from the pictures, so once I can, I will take a closer look at it.
As Alayan said you should use more polys in many places, mainly the pipes but also others.
Don't go crazy of course, (or use them where not needed) but around 15k - 20k tris is fine if you should need that many.
The kart design itself seems fine, (even though I find it a bit strange) but the shape and the way it's constructed isn't clear enough.
It needs more edges and corners that clearly outline the karts shape. And you need to find a way to tell how the single parts are put together it looks too much like it's sculpted out of dough right now.
At the moment when I'm looking at it from the front, it is not clear what the shape really is, it looks a bit like a mash.
Another reason for that problem is, that currently there are no textures to help guide the eye and help to draw the shape.
From the back there are a few more details which help, but still there is that large grey area that also looks a bit like a mash.
So my suggestions are:
- Make the pipes (and some other things) smoother,
- Think about a few more details you could add in 3D to give the shape more reason to be the way it is,
- Make the shape of the kart clearer and more defined,
- When you add textures think about adding details in ways to also help understanding the shape and giving it purpose,
- Also don't forget to add pbr maps for roughness and metalness
And lastly one thing about shading:
I'm not sure if you know that already, but STK shades all geometry smooth, so in order to get sharp edges you will need an edge split modifier (or manually disconnect parts of the mesh).
I really hope that this criticism is helpful, I don't want to discourage you!
Cheers Sven

I cannot test the kart itself at the moment so I'm going of your pictures (and I also can't see the animations for that reason)
I'm not sure which state you consider this kart in (early wip, or almost finished, etc) so I will give critique for everything.
This is definitely better than the current version of Suzanne and I don't want to be harsh, but I think there are some things that really should be improved.
The character model seems to be good imo, but it's a bit hard to tell only from the pictures, so once I can, I will take a closer look at it.
As Alayan said you should use more polys in many places, mainly the pipes but also others.
Don't go crazy of course, (or use them where not needed) but around 15k - 20k tris is fine if you should need that many.
The kart design itself seems fine, (even though I find it a bit strange) but the shape and the way it's constructed isn't clear enough.
It needs more edges and corners that clearly outline the karts shape. And you need to find a way to tell how the single parts are put together it looks too much like it's sculpted out of dough right now.
At the moment when I'm looking at it from the front, it is not clear what the shape really is, it looks a bit like a mash.
Another reason for that problem is, that currently there are no textures to help guide the eye and help to draw the shape.
From the back there are a few more details which help, but still there is that large grey area that also looks a bit like a mash.
So my suggestions are:
- Make the pipes (and some other things) smoother,
- Think about a few more details you could add in 3D to give the shape more reason to be the way it is,
- Make the shape of the kart clearer and more defined,
- When you add textures think about adding details in ways to also help understanding the shape and giving it purpose,
- Also don't forget to add pbr maps for roughness and metalness
And lastly one thing about shading:
I'm not sure if you know that already, but STK shades all geometry smooth, so in order to get sharp edges you will need an edge split modifier (or manually disconnect parts of the mesh).
I really hope that this criticism is helpful, I don't want to discourage you!
Cheers Sven

