The title must be confusing, because I dono how I should word a title for having a problem with the modeling of my mini project. its a simple knife, and its called the griffin knife. Im doing it for the lulz, and most likely would be a skin for a game of sorts. Dono yet.
The whole body (everything but the blades) seemed to be muddy to me, I know what it looks like, and im trying to model according to the smooth serfaces but the shading and the modeling looks poor and muddy. Its meant to be low poly, but am I using too little poly's? Even if I was to add some more it still don't look right.
google "Griffin Knife" if you wish to see more, pictures (however there's very little)
Since this is a high skilled form I thought perhaps some of you won't mind sparing a few seconds of your life to give me pointers on what im doing wrong, and how I can model it right. From the hilt, do the weird end piece design, to the handle. I feel like I just aint doing it right. I plan to do a HP, but i need the LP First...
Thank you for your time.
Replies
The biggest thing I see so far are the verts slammed through each other where the blade connector piece meets the hilt. I'm not going to say intersecting geometry is bad in all cases, but it's important (especially in game models) to try to make it all one piece so you can bake the normal and down and get a seamless asset. I always try to make sure my number of edges matches up at any connecting point. It just makes life easier.
*What's the model for: Render, or Ingame.
*Are you planning on baking a normal map or is this going to be the final model?
Rendering this will produce a pretty much identical result. Sure put a normal map on it and it could look cool but as it is the results will be the same. Pressing render wont fix problems in the mesh.
Its for a game, most likely, even if i never end up using it. I am gonna do a HP but i want the LP to look good and opitmized, incase anything happens. I posted the wireframe, please look at them if u wish.
a normal map won't magically fix them, only compensate for them, and if your baker and final engine don't have the same tangent basis then it will not even do a good job of that