Over the last two weeks I have learned so much about hard surface modeling and making high poly stuff to bake down to lows. Here is my current work,
based off this concept art i found
heres where the current high poly sits
and heres a shot of the wireframe
i added floaters for the small bolts and a few chunks that sit on top of some of the panels. I plan on making normal maps in photoshop for certain parts like some of the straight line grooves. Unless you guys think it would be better to go ahead and model in as much as possible instead of making some of the normal maps by hand.
Let me know what you guys think, its much appreciated
Replies
I think the average opinion will be to model everything out, your highpoly work will look better in a breakdown and you'll get more practise on hard surface techniques.
try to get some more space (perhaps a lesser but deeper bevel) into that center intersect part. Keep going!
Tonight i'm going to start cutting in more detail then and try and model as much as possible for the norma map
started modeling in more of the details like grooves, cut-outs, raised areas, etc.
and heres the current wires
Still chugging along but if anyone has comments or critiques I appreciate it, this is more of a learning experience for me more than anything else.
Also the square boxes that stick out on the bottom right don't make a nice line..they don't match the reference and they don't look good either.
I'm not a fan of the arch, personally. You are using angles that don't match the angles of the other pieces, and even though your going for the tapered look, it makes it look low poly. I just don't think the style matches very well.
Some of your insets don't seem tapered very much..they might not look as strong as youd like when you bake them out.
Anyhow good excercise for practicing panelling and layers of detail.
http://www.game-artist.net/forums/spotlight-articles/10425-tutorial-full-weapon-creation.html
so what better to start with than a simple crate right?
the low poly baked using floaters and a high poly
and heres the wires for it, one simple bevel in for the center and then i just chamfered the edges to help with the smoothing of the corners
and here my AO and normal bake. The AO i baked two different parts and overlayed them in photoshop. the floaters for one map and the initial high onto low bake for the second.
so this was my first attempt at the whole baking process and normals/AO maps. i'm going to start practicing my texturing on this while i finish up the blast door model.