Hi,
I'm starting high rez modeling for the first time and i got a question.
How do these shapes were done in halo 4 ? Do the bigger one are modeled into the object as same mesh or are they floating geometry ?
I think the small one are floating geometry !
I tried to model those shape to train myself and wasn't able to ...
Do someone can help me. Do someone can give me some advice to high poly hard surface modeling (if possible in maya). Tutorials or what ever.
Thanks a ton.
Replies
http://www.3dtotal.com/tutorial/3d_studio_max/hard_surface_essentials/hard_surface_01.php
and you also have this right here on polycount tech talk,
http://www.polycount.com/forum/showthread.php?t=56014
1. Model it into the object.
2. Floating geo
3. Add it to the normal map using ndo2
In this case number 2 is probably easiest, but can cause issues when baking an AO map.
EDIT: A couple of good tutorials that are free - google "Grant Warwick Hard Surface Essentials" and "Racer445 AK Tutorial"
Apparently can be solved (for the most part) by baking with ignore back-facing ticked within Xnormal.
Or for 3ds as Joe 'EarthQuake' Wilson puts it "by disabling shadow casting and enabling backface culling on your floater object, by going to the object properties or something." [sic]
Good luck.