LATEST UPDATE:ORIGINAL THREAD:
Heya everyone! Started working on a Missile Turret yesterday.
It's heavily based on one I saw in Halo. Here's the High Poly as it stands right now:
Still a lot of stuff to fix and do, and I'm still not sure how much I will put into the actual high poly.
Will probably end up do a lot of the small stuff in nDo!
Any C&C is appreciated. Will update as I go along
Thanks for stopping by.
Replies
@DWalker
Hm, yea I see what you mean. Will definitely look into making that look more steady!
It looks nice, but the lack of detail in the middle is really throwing off the look of the high poly. I'm sure you want to save some stuff to do after you bake, but I would try to put as much of those little details in the middle as you can to really make an impressive high poly model. Also, you're missing some bevels on the little parts that make up the covers where the legs come out.
Edit: It would also seem that they changed the entire model's proportions a lot when they finally put it in game, as the actual missle pod is much larger than the base. Personally I think it looks kind of weird, but I thought it was interesting enough to point out:
@BobtheGreatII
I was seconds away from posting it myself!
And wow, it really changed a lot. I think I prefer the concept version to be honest.
Just want to add that I feel a bit torn. I agree what you guys are saying about it looking a bit top heavy and unstable, on the other hand, it would be fun to stay pretty true to the concept. Hmm, tough one to be honest.
As until now, proportions have stayed decently same-ish as the concept:
What do you guys think? It's looking at least a bit less top heavy, right?
I would seperate the plates (the Parts with the UNSC Logo) from the main body and handle them like armor-plates / casing). By doing so you can also seperate the shape of the body from the plates (there is a slight bevel at the bottom of the main body in the concept).
Also the conection between the missle launcher frame and the main body (lower part of the frame) looks different in the ingame version then in yours.
Good catch on that main body bevel, will definitely fix that one.
About the connection, yea, I've noticed that the in game version and the concept differs on a number of places, I kinda prefer the concept version myself and sticking closer to that
Still a lot of the small stuff detail and floaters missing, and I got some obvious smoothing problems at the front holes mostly!
Trying to keep everything I feel would waste too much UV space as one mesh.
Also did some test bakes for cylindrical parts and got a lot of lovely wobbles, so I really have to fix that low poly piece up before even showing it!
Yes, of course! More detail is coming
I like to do these "dirty bakes" as I like to call them, while I model.
I just lay out some quick UV's and bake to know that I'm not doing something terribly wrong.
Thanks for the input!
Still some main parts to bake and A LOT of detail to be added, and I gotta fix that horrible normal map wobbling on the big cylinders. But overall I think it's going pretty smooth! Thanks for stopping by
Havn't had a lot of time to work on this tbh, too much stuff in school.
I finished the UV's and moved on to the real baking anyways:
I guess the UV's could be much better, and you could probably be optimizing them forever, but hey, sometimes you gotta say enough is enough
You guys think they look at least somewhat OK? Not too much space wasted?
I've decided that the base bake is solid enough so work has begun on the first detail pass:
Thanks for stopping by, means a lot
I think it's finally starting to look atleast somewhat cool
Obviously still a lot to do but some feedback is always nice!
Summer break is finally here so it will be awesome with more time to work on personal stuff. Thanks!
Would be awesome if someone could leave a few words letting me know what they think I should think about when i continue working today!
Overall I like it so far, but some C&C would be sweet
Im working for a TowerDefense Class Project@School and i have to make Turrets for it.
I used your work for inspiration and i like it very much
The wear kinda ends abruptly at the bottom of the largest form, I think it should end more gradually. Also, if u wonna practice these effects more, try baking some of the scrapped-paint effects. The larger, dominant areas that lost a lot of paint and have deeper tear can get support from the normal while the softer, superficial corrosion is just shown in the diffuse.
Hey man, thanks! That's really cool
@shotgun
Good stuff, will definitely think about those things now when I continue working.
The filling-in of crevices sounds like a cool idea.
Here's wires and texture flats if anyone is interested:
(textures are 2k on the model, but I compressed and scaled them down to keep the image sized down a bit.)
Wow, it's really, really cool to hear that from you. Thanks man, means a lot!
@beefaroni
Thank you. Nice to hear that I'm hopefully getting better on that front ^^,