So I'm working on this LeMat rifle.
I've got this far with my high poly.
I'm looking for critique about the model so far. I'm a bit worried about some edges being too sharp for baking. I've had the most problems with circled part, where there are different shapes which require more edges than others, so when I apply bevels, some edges are sharper than others.
How should I tackle such examples?
Replies
There's little if any critique I can offer at this stage other than possibly add rust pitting around the trigger guard area as seen on the ref, also I was going too suggest a solution for your hardedge issue however it's apparent you've got that well sorted out. By the way, very good low poly hardsurface modelling, overall pretty much optimised as far as I can see so again well done.
On a side note if time permits and it's not to much of a hassle for you to begin with me asking, I'd be interested in your thoughts about the workflow generating this model. I'm always curious how other artists approach complex hardsurface (Polygonal) modelling.
Cheers.
To add something besides praise, I like the brightness of the reference model a little more than the renders, as it makes a nice contrast with the yellowish oily parts. But this is just a matter of lighting, I think, and purely one random opinion.
@sacboi No problem, I also don't usually use Zbrush just for relaxing too sharp edges at the end, just tried it with this one