Hey Polycounters!
I've been learning modeling for a couple of months now and kind of ashamed to post this next to such awesome projects, but I really want to hear your thoughts and tips.
So here is my first weapon model (and first more or less complete model overall), it took me about a week up to this point.
The entire model is 2608 triangles, the maps are 2K.
Any feedback is welcome, thanks!
Replies
@donofdon: Thanks, I'll definitely decrease the resolution and try to use more UV space.
Quick question: should I model the inside of the magazine or not? Right now it's basically a hole in the mesh.
Good looking asset for your first go at a weapon. I agree with donofdon; those UV islands can definitely be scaled up.
Can you make some HP shots?
It's not very detailed and pretty much is block out version with edge loops.
Totally agree on the mag, thanks for pointing it out, I'll try to fix it.
Ok ok! so I see that most of parts got very thin edges, try to smooth them and you will have a much better result on the bake!
not that this is looking bad by any means. i'd shoot some baddies with that gun
Here is LP + Normal + AO:
And here is UV layout. I hope it looks better.
As far as the texture resolution goes, there's no harm in authoring at 2048 and reducing the size down later.
Yeah fine to make the master at 2048 btw, the reason I mention lower rez is that its simply good practise since you are getting started (great start too). I've made my fair share of pistols on 512s. It might be interesting for you to down rez and test how your pistol holds up at 1024 and 512.
Sometimes people prefer even to retopology the whole mesh, very time consuming for non organic models IMO.
Best thing to do is to make an high poly with a decent wireframe so that when you have to make the low poly you just select the extra edge loops and remove them.
The reason I'm asking is because I noticed that high poly cage tends to "shrink" when I subdivide it, and that difference causes artifacts in some areas. How do I avoid it?
p.s. I'm using xNormal and projection cage.