Hello!
Starting up a small hobby project during evenings/whenever I got the time.
I found this site (
http://future52.com/) with some really interesting concepts. I'm starting out with The Scoundrel, a fairly simple concept.
Progress so far:
And for a 3D view:
https://goote.ch/45ffa280dc31421c86ac3b68b8f5533e.scene/
This took me longer than expected, and it became not-so-low poly in the end. Fun though!
Not very far along as you can tell, but it's getting there.
Even though it's pretty simple, I'm looking for any advice=)
I'm trying to figure out the pipes. The overall feel I get from the concept is pretty low poly, vith hard edges, but would it be nicer with the pipes super smooth instead? idk..
EDIT: 3D view of an earlier version: http://goote.ch/112aaa46cfc04da7b916d3bab5c90168.project/
EDIT02: updated pictures to newest version
EDIT03: Last and final update.
Replies
I'd say kep it low poly and have the hexagonal pipes.
I'd also say leave it flat shaded after texturing to kkep to the art style of the concept.
I'm really looking for topology advice here, especially for the big piece in the lower right.
3D view here: http://goote.ch/112aaa46cfc04da7b916d3bab5c90168.project/
The next step would be to add in some of the bigger details. Holes, a few more bevels, sunken edges etc. Suggestions, critique and feedback on how to accomplish this is greatly appreciated!=)
Aiming for no more than ~20k tris, which I guess is a bit much. Right now it weighs in at roughly 10k. Any suggestions on topology make it more optimised is, as always warmly welcome!=)
Pictures below!
Finished up the mesh today, and applied a SUPER LAZY NON FINISHED texture for reference. This might turn out ok!
(SUPER LAZY meaning a planar mapping and then slapping the concept image as a texture.)
Full 3d view: https://goote.ch/0dbed997d72745b1935be7515d3f6736.scene/
Screenshot
You are correct of course, that is a relevant question. Ill add some shooty bit exit point somewhere in the vincinity of wherever the front of this thing is.. Any suggestions on the dimensions of this thing? Where is it too wide/thin?
To me, a muzzle would be at the left end of where the three "energy rods" of teal are.
I'd keep the dimensions as is, besides making adjustments to the muzzle. The heft and chunkiness of the gun is a huge part of its character to me.
That is now rectified.
Here it is, in all its glory: The Scoundrel.
As always, link to a full 3d view with wireframe: https://goote.ch/45ffa280dc31421c86ac3b68b8f5533e.scene/
And the 256px texture:
Link again: https://goote.ch/45ffa280dc31421c86ac3b68b8f5533e.scene/