Kind of a side thing, but I have Photoshop CS5 and I've long said that Adobe can pry it out of my cold-dead hands. Well with them shutting down the authentication servers I have lost one of the 2 installs I could possibly use of CS5 with no way to free it. Turns out you now have to deactivate old CS5 and CS6 programs before you wipe your computer or uninstall it, something I never had to do before. So I guess a heads up to anyone else who have old versions of Adobe software, you'll need to do the same.
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(it went 5 or 6 layers deep, but the forum's code format box is white on yellow so it's hard to ascii art)Thank you!crayz4pnutz said:
You've got a pretty nice composition going on there! I like the car battery idea, it's a nice personal touch to the project. I can't wait to see the texturing on this piece, it's coming along well.
Great work! My only advice would be for the grunge. You have a fair bit of grunge in the concave sections of the light housing and underside, but this is juxtaposed by the rather clean flat and convex surfaces. Perhaps evening them out? Anyways great work, it was fun spinning it around in the viewer.BillyJackman said:
Lovely stuff! The modelling looks clean, and shapes have nice silhouettes. Excited to see how you end up texturing it and render with the translucent surfaces!loon27 said:
Awesome progress so far! Only thing on my mind would be to simplify the topology on the grid fill circle areas if they're flat, and if you are going for game topology.crowlena said:
Lately I've been following tutorials and doing small exercises to improve my understanding of topology and edge flow. Put what I learnt to use in this project, focusing on making several extrusions on an object without having too many edge loops run around it. Also cut down the tri-count of the low poly by getting rid of anything that wasn't needed to hold its shape so it wasn't just the high poly without the bevels and supporting edges.
Tri-Count - 2,715
Modelled in Blender
Textured Substance Painter
- Alphas made in Photoshop
Rendered in Unreal Engine 4
Feedback is welcome
Low Poly
High Poly
References