Hey guys,
This is my first WIP-type thread here. I'm making a sci-fi metal crate and will eventually go in Zbrush to add in some bolts and screws, etc. I'm planning to bake the model down, texture it, and import it to the Unreal Engine.
Critiques and feedback are welcome.
Replies
http://wiki.polycount.com/NormalMap#Modeling_The_High-Poly_Mesh
Might just be the angle you took the screens at... just a thought.
Looking forward to updates!
Haven't updated this piece in a while. Worked on this lately during some of the Polycount hangouts. I adjusted the model a bit, made the edges less tight when baking it, and added in a few small bolts and pieces from ZBrush on to Maya. Baked in the AO and the normal maps. I'll be texturing the model next. Comments and critiques are welcome.
Another thing. When modelling this style of thick metal objects it's important to consider the context of each piece. For example, you have a two-tiered metal plate on the side of the crate which seems a little weird. It would look better if you indicate how those pieces 'fit' together. Like maybe there could be some metal couplings holding them on, or an inset area on the surface where they lie... something like that.
Keep us updated on your progress man!
Here's an update on the model. Textured the model and added a few small pieces on the side plates and on the top. Used floating geometry for the screws to dip in to make it a bit more understandable when connecting them to the crate.