Only the rivets that I had marked with a red dot were concave, the ones I hadn't were correct - these are indeed rivets, the other ones are spot weld marks.
Only the rivets that I had marked with a red dot were concave, the ones I hadn't were correct - these are indeed rivets, the other ones are spot weld marks.
i only went over the ones you marked, does it look different? :poly122:
oh well, ill leave it. only the smoothing on the dustcover to fix and i think the high poly is done!
I'm referring to the ones just under the fire selector - these are inverted too, now. These 3 specific ones are rivets, so they should be convex.
Anyway, personally I wouldn't add the concave thingy to the high poly at all (neither the smaller rivets - just the bigger ones), it's just as easy to add them to the normal map afterwards. + It's much easier to move them around if you decide to.
I'm referring to the ones just under the fire selector - these are inverted too, now. These 3 specific ones are rivets, so they should be convex.
Anyway, personally I wouldn't add the concave thingy to the high poly at all (neither the smaller rivets - just the bigger ones), it's just as easy to add them to the normal map afterwards. + It's much easier to move them around if you decide to.
ok, ill fix that stuff. i think im going to bake all teh floaters into the normal map anyway, so unless im understanding you wrong i think i may keep the concave bits in
Yep, it's Ok. Some details I had mentioned earlier are still not absolutely right, most of all the buttstock, but that's you decision after all.
im planning on baking all the floating geo into the low poly. is that a wise idea?
Should be OK, I think. Personally, wouldn't have baked all details on the receiver - I'd rather add the more prominent rivets as geo and would have modeled the depressions above the mag well into the receiver (as it's a bit too deep and it may not look very convincing in 1st person), but a lot of people do it as you're about to. Anyway, I'd say try your way, if you're not satisfied with the result, you can always change it afterwards.
Yep, it's Ok. Some details I had mentioned earlier are still not absolutely right, most of all the buttstock, but that's you decision after all.
Should be OK, I think. Personally, wouldn't have baked all details on the receiver - I'd rather add the more prominent rivets as geo and would have modeled the depressions above the mag well into the receiver (as it's a bit too deep and it may not look very convincing in 1st person), but a lot of people do it as you're about to. Anyway, I'd say try your way, if you're not satisfied with the result, you can always change it afterwards.
yeah, i was thinking of modelling it in, but at the depth it is the top of the magazine clips through the indents, so i left it.
if the bake doesn't go well, ill redo it with more important floaters modeled in.
Replies
i only went over the ones you marked, does it look different? :poly122:
oh well, ill leave it. only the smoothing on the dustcover to fix and i think the high poly is done!
Anyway, personally I wouldn't add the concave thingy to the high poly at all (neither the smaller rivets - just the bigger ones), it's just as easy to add them to the normal map afterwards. + It's much easier to move them around if you decide to.
ok, ill fix that stuff. i think im going to bake all teh floaters into the normal map anyway, so unless im understanding you wrong i think i may keep the concave bits in
thanks for all the help!
unless anyone has any other crits?
now onto the low poly, im planning on baking all the floating geo into the low poly. is that a wise idea?
Should be OK, I think. Personally, wouldn't have baked all details on the receiver - I'd rather add the more prominent rivets as geo and would have modeled the depressions above the mag well into the receiver (as it's a bit too deep and it may not look very convincing in 1st person), but a lot of people do it as you're about to. Anyway, I'd say try your way, if you're not satisfied with the result, you can always change it afterwards.
yeah, i was thinking of modelling it in, but at the depth it is the top of the magazine clips through the indents, so i left it.
if the bake doesn't go well, ill redo it with more important floaters modeled in.