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[WIP] Luger P08

I have recently changed my workflow, in the past i would make a low poly in 3ds max and then subdivide and add detail in mudbox. But after some feedback that seemed to be an entirely wrong workflow, so now im practising using turbosmooth in 3ds max to make my high poly.

This is circa 7-8 hours of work, still not finished, hope to do the rest of the high poly tomorrow.

I do have one question though, to model things like "grainy surfaces" in the handle and some of the parts. How would i go about this, would i do that in mudbox? I guess i could just suggest it with the texture, but it might be nice to also have it baked in my normal map?

Updating this thread as i progress.

347bdyr.png

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  • Amsterdam Hilton Hotel
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    Amsterdam Hilton Hotel insane polycounter
    Xenocide wrote: »
    I do have one question though, to model things like "grainy surfaces" in the handle and some of the parts. How would i go about this, would i do that in mudbox? I guess i could just suggest it with the texture, but it might be nice to also have it baked in my normal map?
    I almost always do these as overlays in the texturing stage, vs. sculpting or modeling them. Baked data is nice but stuff like the bumpy surface of polymer is so easy to do and tweak in Photoshop (and a height -> normal converter) that it's a little slow to use a sculpting app IMO

    Model is looking cool but you could get some higher resolution shots :)
  • Xenocide
    Hey thanks for the advice, ill try to do it like that!

    Here is one with a more neutral material in higher res, still some wonky surfaces here and there, but ill get to that tomorrow :P:

    2zzjipe.png
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