Howdy y'all,
I'm making a set of rollerblades to go with my last project (Shorty Shotty as seen here:
http://polycount.com/discussion/155091/shorty-shotty#latest) , gonna make a small environment for both of them afterwards. Anyway, I'm just about to texture but would like any pointers as far as the model goes, specifically poly density and flow - this is a more organic shape than I usually model so I feel a little unsure if it's on point.
Poly count: 6447 quads (per rollerblade).
Replies
IT BEGINS!!! Viewport render looked neat, so here's a quick update. I also wanted to say that I'm going to go for some street style with the texturing. I've been thinking a lot about Jet Set Radio. Let's see how fast I can get this puppy textured.
**Edit**
Fixed.
Seriously though, any clue why my OBJ from Maya worked when my OBJ from Max wouldn't? I spent a good hour struggling to get dDO/3DO to show this gorram thing. (Struggle thread here: http://polycount.com/discussion/160582/)
Also, your boots seem to have lots of components in the low poly. You could look into baking down some of the buckle parts and other details on the boot.
^Texture progress. Quixel is crashing a LOT, so ... this is as far as I'm going today (sanity reasons). The colour of the shell's going to be changed, but it's a kind of happy accident that it took the curvature map and did that.
Wayfray, thanks for the suggestion. I'm too far along to go back now, but I'll keep that in mind for next time. Generally I like to model stuff out and then only bake down things that eat up a LOT of polys. Since it's for showing off I'm not trying to keep the count too low- if it was something for a game I'd definitely optimize that kind of stuff.
Plain colour:
With mud and graphics:
I'm thinking of keeping #2 here. I'm gonna work on a funky coloured one WITH STICKERS because that's how I roll.
Textures and Wires:
https://skfb.ly/Iv6W
http://polycount.com/discussion/160887/sketchfab-integration-on-polycount-is-broken#latest
^bart