So I've been working on a couple projects, including a darksiders arch which i started a thread on here for but then totally got distracted with this little project
I have just finished school in which we learnt maya for 2 years, and i decided i wanted to learn 3ds max, so this is my first gun,my first max model and my first high poly hard surface model ever. I am fairly pleased with how its turned out, Ive made sure to watch how tight my edges are, and I'm about to start my low poly version
I have a couple questions for the low poly. For tubes, would you say 6-8 sides is best? Ive also been trying to figure out what i should be aiming for poly count wise.
Any help is appreciated!
Replies
http://imgur.com/
Model seems fine, but one nitpick I have with the ironsight (it's a bit hard to pick out fine detail there) is that the rear sight appears not to have any aiming notches.
Reference
The rear iron sight is made out of two pieces, the ladder and a piece that can be adjusted up and down to account for gravity at a distance. On the latter piece there is a center notch that is used to align with the front sight post to aim the thing. It's rather minor but I'd just like to point it out.
After looking up more pictures i can see that it does indeed have that notch, i just missed it. I'll add it in soon! Thanks so much for the feedback.
Still working on the low poly. right now, hopefully it should be done soon
Im guessing i'll just have to remake it, but since im new to max i wanted to ask just in case.
I feel i may have taken to many poly's off the main tube and the bands and left them on the warhead, but im not sure if this will be noticeable enough after texturing.
Any advice would be awesome.
Lots of places require optimisation - the trigger has large amounts of geo on a flat surface which is pointless (think silhouette). You've not capped your cylinders properly either, you shouldn't leave a vert in the middle, it adds nothing and wastes polys. Just go over it some more.
Is there a particular 'best' way to optimize circle endings?
Time to learn unwrapping in max!
Im curious as to how to retopo hardsurface models, esp if they have edges that curve when going through turbosmooth. eg. take a cube, turbo smooth it, how do you retopo that?
I forgot to mention putting support edges on hehe.
I don't do a lot of hardsurface high poly stuff, but I'm gonna have to start for my new environment! I've been doing low poly stuff for like 6 months straight + other art.
Thanks for explaining!
Basically some parts are turbo smoothed and some are manually smoothed with bevels. For the turbo smoothed ones you just delete the turbo smooth modifier and then remove all the support edges. For the beveled ones i ended up manually deleting the bevel which was silly.
Next time i will make copies of the low poly before i bevel to save all the time it took and it make everything more accurate. This has been probably the biggest lesson Ive learn't in this process so far