You have quite a distinct approach to your hard surface work. Seems like you're not usually going with a full-blown subsurface modeling. Like a "low poly-ish mid high poly", because I can see separate polygons here and there. But I guess these are actual high polies...?
I'm not an expert, but are you mostly relying on chamfering/beveling and custom normals then? Or something like that?
I don't really consider them highpolies until support loops and subdivision. This is blockout geo. Still lots of n-gons and random edge terminations. Quadchamfer is on there to make sure edges have enough room to expand and to differentiate coplanar parts like the upper and lower housing.
Looks great! Looking forward to seeing the progress on this one. It's also interesting to see someone's take on blocking something out. I thought it was the high poly at first hah
I don't really consider them highpolies until support loops and subdivision. This is blockout geo. Still lots of n-gons and random edge terminations. Quadchamfer is on there to make sure edges have enough room to expand and to differentiate coplanar parts like the upper and lower housing.
Oh, I see. Nevertheless, still looking solid and smooth work though. And those little stylished guns on that link, I like how you managed to keep a good texel density to still get consistent details, with such small texture sizes, good work. You know what you're doing... and why wouldn't you, you're the pro with experience in the game industry already.
The concept artist is one of the best weapon guys I've seen on deviantart, check it out if you want to find similar stuff. Literally pages and pages in this style. http://shockwave9001.deviantart.com/
Hrrr...i want a new one too
Have to finish the ump ..... -_-
Come on, let´s do it ^^
And I agree, all of the concept artist´s guns look very nice. Though I´d wish he could make some more views and not just the side view. Still very nice concepts to start from.
I'm a little interested in how you're doing your models. It seems you're using chamfered edges with smoothing groups on your model. Do you bake this out, doesn't it give you some strange errors..? Or do you have a full High-Poly model with edge-loops and all..?
I do that for the blockout to make sure everything is wide enough for the edges to be readable and to be able to see coplanar part transitions. I just use a quadchamfer modifier with a smooth modifier to keep the underlying blockout lightweight. For the highpoly it gets proper support loops and subdivision in addition to that.
Replies
I'm not an expert, but are you mostly relying on chamfering/beveling and custom normals then? Or something like that?
This level of geo can be used as a highpoly if the final texture is gonna be like 512 or less because that resolution will blur out the hard edges anyway. But this'll probably be a 2k texture.
Oh, I see. Nevertheless, still looking solid and smooth work though. And those little stylished guns on that link, I like how you managed to keep a good texel density to still get consistent details, with such small texture sizes, good work. You know what you're doing... and why wouldn't you, you're the pro with experience in the game industry already.
one love!
GREAT WORK
#blatBlat
Hard working Ben :-)
Go Ben Go! :-)
Looks so sweet!
Have to finish the ump ..... -_-
Come on, let´s do it ^^
And I agree, all of the concept artist´s guns look very nice. Though I´d wish he could make some more views and not just the side view. Still very nice concepts to start from.
would you mind sharing some wireframe picture?
Trying to learn more on topology
thanks
2048 bakes