I made this S&W a few years ago:
It's ok for a mid-low poly model (about 18k tris), but no good for sub-d and high poly. I'm going through the process of making it so
Here's a look at the Cylinder:
Any Suggestions and tips welcome
Just duplicate it. Optimize one and high poly the other
Until we can see that, it is hard to see if your sub divided model will work.
Maybe a dark high spec gloss mat, w/o gi.. but then what kind of lighting setup?
I was trying to go for nice beauty shot for the final high poly, but you're right, pretty lighting and gi can high a lot of flaws, thanks!
This is using scanline renderer, default lighting, and materials as per your request. Is this what you meant?
The problem with the high poly is that, while realistic, the edges are too sharp and won't transfer to a normal map during the bake. There's a picture of an EOTech sight that illustrates this point but I'll have to just summarize it; exaggerate edges and make them slightly too soft so the details don't get lost.
Beyond that, there isn't enough to critique yet, loosen up the support edges and keep on movin!
Thanks Quack for your recommendation on the material settings for the model btw. That has been a big help in identifying problem areas in the mesh.
For certain areas where that striping occurs and where you get pinching even though the geometry in all quads, I was thinking of bringing it into zbrush for smoothing, esp the shift-off smoothing (hold shift then let go) type. Thanks again for all the input guys
Yea the suggestion to loosen up your support edges is meeting in the middle between realism and normal map and screen resolution.
I don't ever recommend taking a hard surface model into Zbrush, unless it is absolutely necessary. In this case, pinching and 'striping' is just bad poly flow. Practice and understanding are key here, read this entire thread, taking a break everyonce in a while to attempt the tough shapes presented in the thread: http://www.polycount.com/forum/showthread.php?t=56014
That aside, the main problem I'm seeing here is that you began by saying you're trying to make a great game model and now you're saying you really like the realistic, hyper-detail stuff that Avengers used. It's important to recognize that you've described a desire to execute on some very different workflows.
Typically, on showcase models, game designers work with high detail stuff and bakes those details into low-poly models. "Low poly" is becoming more and more of a relative term these days but it's a mesh with an intentional budget for real-time rendering.
Movie studios have a pretty similar workflow except that the low poly models aren't nearly as low as game design because they don't have to work within real-time rendering constraints. But they absolutely bake their details from a high poly to low poly model and when baking, edge loops must be loose.
Now rendering for a magazine image, that's when you're current high poly is perfect. The camera can get close and the edges maintain a realistic fidelity. So what you have is perfect if you don't intend to do anything else with your model. Unfortunately it doesn't illustrate a good workflow within any of the industry pipelines that you've expressed interest in.
All this to say, I suggest figuring out what you want to do with your art, and then focus your attention there.
Quack: Word; http://wiki.polycount.com/NormalMap?..._thickness.jpg
This is a great example of edging and resolution, but like, if you're in a first person shooter, wouldn't you want to go for the realistic version, then switch to a functional version when it's taking way less more area on the screen? like when it's on the ground? and there are a ton of them really far away?
BringMeASunkist : word thanks. You see 10 meters under me. Thanks! Really great crits!. I think right now, I really wanna do super high detail avengers type stuff! So I think this forum might not be the best place for my type of thing. But at the same time... I've learned so much already, and everything I know is from polycount....
This is just a prime example pf how unfocused i really am:
You could do this by having the lower mips of the normal map baked from the softer model and the base normal baked from a tighter highpoly.... but that's an incredible amount of effort to go to for something that will go unnoticed by 99.9% of players.