Home 3D Art Showcase & Critiques

Spaceship WIP

visoutre
polycounter lvl 11
Offline / Send Message
visoutre polycounter lvl 11
I'm working on some models for a small game project and got permission to post. Currently assigned to model a space ship based on the art directors design.

I wanted to do a more detailed high poly, but time is short so I'm just going to use ndo2 and Photoshop for the additional details. Right now I'm going to try to bake the normal maps onto a low-poly.

I'm not really comfortable with hard-surface modeling and topology. Feels like it takes a while and I get myself into some trouble. If you got tips it would be awesome! Hard surface is cool so it would be nice to overcome the technical barriers and make better art.

forum2014-05-24shipprogress1_zpsc2af46ad.jpg~original2014-05-24shipprogress1_zpsc2af46ad.jpg~original

forum2014-05-24shipprogress2_zps55830509.jpg~original2014-05-24shipprogress2_zps55830509.jpg~original

forum2014-05-24shipprogress3_zps84bac862.jpg~original2014-05-24shipprogress3_zps84bac862.jpg~original

Replies

  • visoutre
    Offline / Send Message
    visoutre polycounter lvl 11
    Baking turned out ok There's some problem on the edges and smoothing so I'm going to have to improve my modeling. Low poly at 6330 tris which should be ok for their game.

    With the base textures done going to move into detailing with ndo2 and making nicer textures. I have to model some modular enviro pieces this week so not sure how the next stage of the vehicle will fit into the schedule.

    2014-05-25shipwip1_zps49ff18e6.jpg~original

    2014-05-25shipwip2_zps30d6d775.jpg~original

    2014-05-25shipwip3_zps05cabb1e.jpg~original

    2014-05-25shipwip4_zps01b44a18.jpg~original
Sign In or Register to comment.