I would take a couple steps back if I were you. If you are aiming for realism you need to learn how to highpoly/sub-d model. You are not going to be able to get realistic edges and shapes with such low poly counts like you have. Assuming you want to do game art you will need to know how to make these sub-d models in order to bake them down to lower res game friendly models.
He shows his process, the basic steps, and even releases his files for you too look at.
The second part to achieving realism is texturing and understanding how materials work in the real world. I would honestly put this off for a little bit until you get use and a bit more confident with sub-d modeling. This is the best thread to start to understand materials and how the work in the real world: http://www.polycount.com/forum/showthread.php?t=136390
Thanks for your attention BARDLER, I know a little of this process using the xNormal, but I'm inexperienced, I'm beginning to study character development now, but I love scenery and melee weapons, then summarizing I will not get a realistic result or near this only using 2D ART and mapping and I really need to use one mesh HIGHPOLY??
Yes.
Sub-D Modeling or Highpoly Sculpting are common approaches. For plain surfaces like walls (no brick) some people prefer tools/programms for photoshop.
Yes.
Sub-D Modeling or Highpoly Sculpting are common approaches. For plain surfaces like walls (no brick) some people prefer tools/programms for photoshop.
Thank you Cibo, I think you got my point, so basically what you saying is, for a decent work, I can use photoshop and mapping, however for a real amazing one(like beveled edges, realistic form,etc) I must have a HIGHPOLY meshe ???
Basically you want a high poly to get nice edges, because that's almost impossible to paint yourself. For flat surfaces it's much less important with a high poly.
Thank you very much guys, was pretty helpful, in a few days I think I'll be confident enough to create highpolys from my lowpolys meshes, and in the end I will compare the results to get a better idea
Replies
have you tried right click, open image in a new tab
Here we go
I would recommend 3D Motives maya modeling tutorials to start to learn sub-d modeling.
Intro-https://www.3dmotive.com/f105801
Advanced-https://www.3dmotive.com/f1014
Here is a great thread that is similar to what you are doing here. http://www.polycount.com/forum/showthread.php?t=118373
He shows his process, the basic steps, and even releases his files for you too look at.
The second part to achieving realism is texturing and understanding how materials work in the real world. I would honestly put this off for a little bit until you get use and a bit more confident with sub-d modeling. This is the best thread to start to understand materials and how the work in the real world: http://www.polycount.com/forum/showthread.php?t=136390
Hope that helps.
Sub-D Modeling or Highpoly Sculpting are common approaches. For plain surfaces like walls (no brick) some people prefer tools/programms for photoshop.
Thank you Cibo, I think you got my point, so basically what you saying is, for a decent work, I can use photoshop and mapping, however for a real amazing one(like beveled edges, realistic form,etc) I must have a HIGHPOLY meshe ???