here's a WIP of my high poly model for class, I am only modeling this part of the reference image, not the whole thing. Comments and crits appreciated!
You have a lot of useless (half)loops there. Particularly the LCD screens are wasteful. I would, however, add more sides to the round objects. If the endresult is going to be rendered roughly the same size as your highpoly screenshot (1000+ pixels wide) 8 sides probably isn't enough.
Thanks for the feedback Snader! Did my best to reduce unnecessary edgeloops where I found them and increased the iterations around on the cylinders along with some other improvements in the topology. Here's the Low Poly with baked on normals as a rough draft.
I imported the Low Poly into UDK. Will play around with the materials and add a texture next week.
Has anybody got any idea why I'm getting these visible seams in my Normal?
Baked it at 2048 with Hammersley set to 1. I tried a million ways to divide up the geometry better or improve the cage but it doesn't seem to improve.
That's not a eurofighter panel, that's an f-15 panel. Very nicely done though, I've been working on an f-15 in my spare time and your model has given me a lot of hints on how I need to fix the cockpit.
Haha, that's what happens when you rely on google images.. I thought it was a modified version of the cockpit.
Anyways, thanks for the feedback guys! Here's the finished asset for now. This was my first high poly model ever, so I'm looking forward to doing better stuff soon.
Replies
I imported the Low Poly into UDK. Will play around with the materials and add a texture next week.
Has anybody got any idea why I'm getting these visible seams in my Normal?
Baked it at 2048 with Hammersley set to 1. I tried a million ways to divide up the geometry better or improve the cage but it doesn't seem to improve.
Anyways, thanks for the feedback guys! Here's the finished asset for now. This was my first high poly model ever, so I'm looking forward to doing better stuff soon.