This is my first attempt at hard surface modelling in maya, so I'm keeping it pretty simple. I would have liked to make panel lines on the fuselage to make it a bit more realistic, but I honestly don't know how to build that into the geometry without ruining the shape of it. I'm considering just making a heightmap with the panel lines and bake that into the final normal map for the low poly. Any constructive criticism is of course welcome!
Please tell me there's a better way to do this. I've been trying to make ailerons for the wings, but I get pinching and stuff in the corners and it just looks like crap in general.
Here's another area with the same pinching problem. It's not very noticable, so if I don't get any replies I'm just going to ignore it. It feels like I'm missing something simple though. I guess I'll keep digging through the "how to model dem shapes" thread until I find something I can use to solve this issue.
Looking good man! For the pinching problem, wouldn't you just need a couple extra support loops at the sides, or have you left it like that intentionally?
Looking good man! For the pinching problem, wouldn't you just need a couple extra support loops at the sides, or have you left it like that intentionally?
I removed those because it actually made the problem about 10 times worse.
@Spoon - You may be right, but at this point, isn't it too late to start adding more geo? Wouldn't I basically have to rebuild the whole thing?
Did my first test bake on the my low poly mesh. Again, I am a complete noob to this kind of modelling, so naturally I'll encounter stupid problems that any one of you could have avoided with ease. Anyway, the three main problems I had with the bake were:
The canopy. I think I should have cut the edges around that area in the UV map and made those normals hard instead of soft. I'll try that tomorrow.
The area between the air intake and the body. I think this problem is caused by my envelope overlapping itself. Again, I'll try another bake tomorrow to see if I'm right.
And finally, the detail around the canopy. The detail looks really wonky from certain angles. I don't think this is a problem that can be easily fixed without adding more geo to the model, but correct me if I'm wrong.
That's all. Advice is as always more than welcome since I'm still learning.
Done with the diffuse now. Just going to add a specular, then I'm calling it done. I might make the blue a bit brighter though. Overall, I'm pretty happy with the way it turned out.
Replies
They are separate, but I still need support edges to tighten up the corners.
I removed those because it actually made the problem about 10 times worse.
@Spoon - You may be right, but at this point, isn't it too late to start adding more geo? Wouldn't I basically have to rebuild the whole thing?
The canopy. I think I should have cut the edges around that area in the UV map and made those normals hard instead of soft. I'll try that tomorrow.
The area between the air intake and the body. I think this problem is caused by my envelope overlapping itself. Again, I'll try another bake tomorrow to see if I'm right.
And finally, the detail around the canopy. The detail looks really wonky from certain angles. I don't think this is a problem that can be easily fixed without adding more geo to the model, but correct me if I'm wrong.
That's all. Advice is as always more than welcome since I'm still learning.