The top part of the scope, the edges seems quite hard. Perhaps you could do with softening the normals on them. Otherwise keep going, it looks like an interesting concept and i'll keep my eye out on this!
Thanks Dweenie! I will definitely smooth out those normals. There is a little bit of pinching due to the inset on the front part of the scope, so I will have to fix that up!
A bunch of the curves that are smooth/continuous in the concept seem to have corners in yours, I would definitely work on eliminating those since they look less aesthetically pleasing and it tends to be a dead give-away of an 'amateurish' model.
I can see from the wireframe that this is caused in some cases by you not terminating edge loops from other details (such as those slanted vertical insets in the body) and letting them continue to areas where they don't belong. So yeah either terminate those edge loops, OR don't model those things into the body at all - if this is getting baked down to low poly, just do them as floating geo.
CountVader I know exactly what you mean, and I am aware of this. I just didn't get to fixing the edge loops yet. I need to do this for the scope as well as the scope has a few hard edges to fix. Thank you for pointing out specific spots, and I will definitely get that fixed.
Here are 3 of my newest renders with added detail and the use of floating geo. Please let me know if there is anything I could do better! Please excuse the scope, I didn't have turbosmooth turned on when I exported my mesh.
Update: Haven't posted in a few days, but here are some renders with my wireframe overlayed. I'd love some feedback on how I can improve my polyflow and game ready meshes.
Good work so far Do you know about subdevision modeling ? Not sure what program you use, in 3DS its turbosmooth and it helps you make smooth edges and shapes without the need of beveling, give it a try you dont want to miss out : P Check out Grant warwick hardsurface essentials generally id strongly advise modeling after real world things as its easier to see mistakes, they learn you more, are worth more in your portfolio, draw in more interest and they look a lot better.
SHRIKE: I have been using turbosmooth! I used it on all my pieces for the high poly. Currently I am working on the unwrap, but I will keep in mind modeling after real world things to improve and build my portfolio! I think part of the problem is that i kept my edges too sharp.
Here is another update. Changed the material of the white metal to a white plastic. Added some grunge to the blue paint job. Changed the material for the screws to make them pop out more.
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New geometry and this time rendered in Keyshot
Here are some renders that show the details a little better. Today was my day to relax, but i'll be back to it tomorrow.
I can see from the wireframe that this is caused in some cases by you not terminating edge loops from other details (such as those slanted vertical insets in the body) and letting them continue to areas where they don't belong. So yeah either terminate those edge loops, OR don't model those things into the body at all - if this is getting baked down to low poly, just do them as floating geo.
CountVader I know exactly what you mean, and I am aware of this. I just didn't get to fixing the edge loops yet. I need to do this for the scope as well as the scope has a few hard edges to fix. Thank you for pointing out specific spots, and I will definitely get that fixed.
Here are 3 of my newest renders with added detail and the use of floating geo. Please let me know if there is anything I could do better! Please excuse the scope, I didn't have turbosmooth turned on when I exported my mesh.
Do you know about subdevision modeling ? Not sure what program you use, in 3DS its turbosmooth and it helps you make smooth edges and shapes without the need of beveling, give it a try you dont want to miss out : P Check out Grant warwick hardsurface essentials
generally id strongly advise modeling after real world things as its easier to see mistakes, they learn you more, are worth more in your portfolio, draw in more interest and they look a lot better.