Update on progress, I have edited this post to make it easier to view the thread with my latest work.
Posting an update on my improvement. I am currently working on a Halo Study of a scene and my HP prop is done, I plan to make a LP of the door after I have finished more of the scene.
https://artstation.com/artwork/halo-door-study
Replies
I'd lose the back-lighting on the models, at least for this forum; it really just clutters things when we're trying to look at details.
Thanks for the feedback, these were more of getting the shape and learning better techniques for HP modeling.
My next asset I will HP, bake and then texture.
Making a generator from a concept which is posted bellow
There are some things I still have to add, e.g. floating geo, the ground plane, fix the middle circle to be indented, its too rounded so maybe squish the object down, fix the pillars that are attached to the rounded plate because its too thick at the moment and a few other things.
Idk exactly which part but yes, the panels and the loops on the main, as well as some objects on the turbine.
http://www.3d-palace.com/store/#!/~/product/category=9700052&id=37622218
It total fake without function.
@Cibo
I believe its in the middle, camera angle might throw it off, I will have to look when I get home.
Low-Poly currently is about 7200 tris.
Critiques welcome!
I did a quick paint over of your low. you have a lot of geo that isn't contributing to the silhouette. meaning it doesn't change the quality of the surface in anyway. If disable wireframe and you apply a black diffuse with 0 spec material to your model (pure black) and study the silhouette (edges of the shape) you'll see what is important what is not.
Your priorities seem a bit off as well. The smallest cylinders on screen have more sides than the largest main shape. You have to consider the level of detail the player would be able to see at any given time. This is important for the lowpolies geometry as well as the UV arrangement and texture sheet. No sense in making a bolt 1k tri's and 2048 if it only occupies 4 pixels on the screen.
Thank you for the feedback, I have made changes according to your post, if there is anything I did wrong or different from what you said please let me know.
I applied smoothing groups and also cut the object in half for UVW and baking then mirroring the models.
Its a ground floor piece that I havent really paid attention too to much, I posted the concept in previous posts if you wanted to take a look at it, I will probably touch up on it before I bake and uvw.
Yeah I was going to straighten some of them, the hard parts are the curved pieces and how to not get stretching or any issues with them. I agree that there are wasted UV's, going to try and use as much space as possible.
Anyway I decided to move on from that generator and went with the Monthly weapon challenge on Polycount.
I am getting closer to the finish goal of the HP then will bake/texture.
The concept is this awesome revolver, the Rhino 200ds
I am still working through and fixing any issues before baking. For the most part the entire HighPoly is finished.
Thank you in advance!
Here are some things that caught my eye:
Hope some of this helps.
Thank you so much for the feedback, the 'yellow' spots I was going to do after I bake, I could probably threw them into the HP too.
Is the 'red' arrows how the geo should be?
I will update my model accordingly.
Thank you!
Thats a nice looking gun, but there's always room for more improvement. I'll just write down what i would do to improve the model. First of is the small bolts on the rear sight, they are to small and will not catch enough light to give the wanted detail, i'd do the bigger even tho its not like that on the reff, it's still a model that will be baked i guess and that will be to few pixels for the normal map.
I would also make sure that i separate the level of creasing on every material, and exaggerate it more, like the metal would have the exact same creasing on every peace of the gun and, and the handle would have a smoother to just make it obvious even in the HP what material it is.
And there is some changes i would do in the model as well as, even tho ot will never be noticed when its baked, i guess its the OCD...
@joshflighter
The sight is a 'red dot' sight, alexcatmastersupreme said I should do that to make it 'cooler' so blame him lol
I will adjust the (chamber?) size and move the bolt inward more so its not extruding.
@deod116
I will apply the changes to the model, the handle I wasn't sure what material type I wanted so I was messing around with a semi-hard surface but doesnt look good.
If you wouldnt mind sharing the 'ocd' parts that you see, always best to learn how to make things better!
Again thanks for the feedback and I will have these done later tonight after work!
I have been adding the changes to the model, hopefully finished later tonight and will post results as soon as completed.
Also if anyone else has any feedback for this model post!
looking great!
also, this was right before:
The blue is your model, and red is the correction.
Edit: also:
Can't wait to see more!
The top left of your image there is a cut, its hard to see from that view but there is one.
I will apply your other crits.
Like always thanks for your feedback!
Edit:
And the floater I was going to do in ndo because I feel it wouldnt bake properly around the corner of the chamber.