UPDATE:
Creating a photo-realistic stapler, showing the steps as I go. SO far this is all hard surface box modeling in Maya. I'll probably down rez it a little and bake down the details, since it's already over 3k.
Planning on taking this sculpt into ZBrush to add some surface noise/scratches, then texture using Quixel materials.
Not exactly sure what poly range to shoot for as a finished piece though, since after all it's a stapler.
Replies
Still working on the details for now before going into ZBrush
I have seen people breaking down UVs to hundreds of islands and I'm not sure what the best course of action is.. here's an example of what it looks like after auto-uVs, and some minor stitching.. not sure whether I should be making larger UVs to reduce seams or not.
Bear in mind that every UV island adds to your vertex count.
It's a balancing act. You don't want to have so few breaks that you make texturing problematic ...
http://www.polycount.com/forum/showthread.php?t=107196
What I've gathered is, make the UV edges based on the hard edges, and use an 'averaged projection mesh' when baking, but apply the map to the hard-edge model.
After baking down some of the details using XNormal, I created a quick color ID map and added some preset materials (Noisy Plastic, Rubber, Chrome, Steel, Dust). There were a couple other layers I used as well to add grime and asymmetry. Some final touching up in Photoshop, and rendered out in Marmoset.
[SKETCHFAB]65a08cb5309e4a7585faed315b241932[/SKETCHFAB]
Here is the full breakdown:
https://www.behance.net/gallery/23147301/3D-Swingline-Stapler
In all fairness I should have made this thing in red.. guess it's back to the drawing board.