Ok, I think I have the base mesh done.
I have it all with extra loops so that it deforms better when taken into zbrush, I plan on optimizing it when done with that. Any constructive criticism is welcomed.
Looks like a good base mesh. Keep rollin! This piece is gonna be insanely detail oriented! Look closer at the shape of the handles.. and don't forget the piece that connects the base to the actual cannon.
The left is what I made in zbrush, the center my retopple, and the right my xNormals bake. Any advice on how this could be made better? I have a limit of 6k tries for the entire cannon.
I'd say add some more geo. Those cutouts arn't going to magically appear in the bake. A general rule, if it affects the silhouette then you put it in the low poly. Hope that steers you in the right direction.
Your sculpture work looks great so far, keep going with it, love to see more of the detail patterns for the cannon.
Don't sweat the polycount, it's easier to reduce than to add polys, retain that sexy shape you've sculpted no mater what! Lo res are what LOD models are for .
Replies
I have it all with extra loops so that it deforms better when taken into zbrush, I plan on optimizing it when done with that. Any constructive criticism is welcomed.
Thank you ^_^
Don't sweat the polycount, it's easier to reduce than to add polys, retain that sexy shape you've sculpted no mater what! Lo res are what LOD models are for .
From a practical standpoint, most modern engines on anything other than a mobile can easily push 200k for a major prop.
I'll try to improve everything then work my way down.
The UV's gave me some issues, does anyone have any advice on how I could redo them to make better use of the space?