Hey polycount
I'm just trying to finish up the low poly before I set the turbosmooths for the high,
do you have any recommendations for getting the holes into the speakers? I was planning on snapping to vertex around a small cylinder when using the cut tool, (trying to avoid boolean because of the freefloating verts that seem to always come about)
but is there an even quicker way/different way of doing this?
Thanks!
Replies
The little dent detail you have now is nice, but it's not very logically placed. On any real-life object, you're going to see the most damage around edges and sticky-outy bits (technical term), such as the antennae and any of the outer edges. Inside corners like the one you've damaged are probably the safest and most pristine aside from dust (which could be a great bit of variation to add to your spec map), although if you want to add minor scuffs or larger dents or damage to the center they'll still make sense as long as the angle of impact is realistic.
You might also consider adding a few seams, screwheads or bolts, or things like that so that it looks like a constructed object instead of an up-rezzed cartoon. And when you get a change, a gloss map (eccentricity or specular power in Maya, I think) will really help sell the difference between metal and plastic by sharpening the highlight on the metal.
Sorry for the wall of text, but I hope that helps give you an idea of where you could take this next. Good job sticking with it so far!:)
I've implemented more scratches etc onto the edges,
I'll be posting udk shots momentarily with the new material on,
for now here are some better pics of renders etc