Hello Polycounters
First of all I've been lurking the forum for quite a while now, and gained a lot of inspiration and technical advices from many members .
Inspired by the awesome art from John Liberto
http://cghub.com/images/view/210313/http://
this is a little project I started as a test to see if I could build a HighPoly and his LowPolyModeling,UVing,Baking, and figuring out ways to organise my workflow .
Gonna add a lot of stuff, still working on the details, and I haven't textured so many of them yet, but its a start .
Replies
In fact, I wasn't very happy about my design and I decided to change some bits.
I am just trying to block out a another shape for the rear of the hull and add some details in the interior part.
In addition, I decided to re-UV, re-bake normal because I really think my skills at baked normal maps need some serious improvement.
Also have you thought about a dDo pass?
I'll also add some details to the inside.I have to redo a large part of my texture, some decals would indeed be good.
And yes, it will be interesting to give it a try in dDo.
the rest is cool
@Shepeiro
You're perfectly right: the bumpers are not right at the moment, I have to reshape them .
@NuclearAngel
You've pointed out the right thing. My overall shape is a little bit confusing with an unbalanced amount of roundness and straight parts.
At the moment I am trying to rebalance the overall shape in zbrush, because I think it is more suitable to explore the forms of the new shape in.
After that, I 'll reimport my mesh in Maya to make my highpoly model.