Hey all, Im making a red dot sight to practice hard surface modeling.
I have one question:
this piece bevels in a very odd way and it was hard for me to maintain this shape. is this an okay way to model this? What I mean is, are polygons supposed to "twist" like this?
The part im talking about is behind the adjusting hex screw that says "up"
and here's a rear view of what I have to show you what I mean:
It goes from like a 25 degree angle to a 45 degree angle.
also, what's a good poly count for a sight to go on a gun? Im at 1700 now
Replies
As for polycount, Depends what the target engine is (mobileVsCryengine, For example) and really the project. If its for your portfolio, It's not as important how many tris/verts you use, But how effectively you use them. So Keep it as efficient as possible while still creating all the detail you see fit for your portfolio.
This may not be exact to the concept, could use some proportion adjustments, But the point stands. You can make it with no twist. Your biggest friend will be scaling the face localy.
All the surfaces on this piece are completely flat. Sorry for shitty image quality. To saved out as jpg like a fool.
Edit: And btw, On the last pic it may appear twisted, But the face is planar. you can tell from the other shaded shots that it is flat.
Personally, i would have went with a sublet variant of the sight that doesn't have that weirdness going on over on that side. Like this image for example, would be a lot easier to get planar, and is nearly the same sight otherwise.
just gotta make a gloss map
and how exactly do I add opacity to the glass part?
[ame="http://www.youtube.com/watch?v=N7Tt7xtBOaA"]3ds max tutorial - Opacity map - YouTube[/ame] 3dsmax Opacity
still a total WIP at this point.
https://sketchfab.com/show/vTgCbm3humE1bAHrKXi0xZpfMym