Sir, please post some text on the first post explaining what you're showing and if you want us to critic something or whatever. Just makes for polite board etiquette.
I remodeled my grip for better optimization. I don't know if there is a better way to approach this, but this is what i did. I have a plane inserted in the grip to avoid unnecessary polygons.
if there is a better way, it would be much appreciated.
Also I updated my UV's, too so there is not a lot of wasted space. I have the plane inserted in the grip a little bigger in the UV space to pull out better normals. if there is a way to enhance the UV's, it'd be much appreciated!
Nice progress so far, heres some things you might want to have in mind: 1) The edges are inconsistent trough the model, making it look pretty weird.
2) In a part like this i would just go and make it once piece, theres no need to have it separated. Let the normal map do its work. From your uvs wires i can see you also have a lot of geo in places where its not necessary.
3) Try to make your edges fatter, so they bake better once you are baking the normal. Take a look at this tutorial made by racer. Also, use edge size to your advantage, you can further push material definition by making plastic surfaces softer than metal for example.
4) I suggest you to take a look at this tutorial by millenia, specially on the low poly, so you can better understand how low poly models work: https://www.youtube.com/watch?v=ceN-tdgf_fs
Replies
I remodeled my grip for better optimization. I don't know if there is a better way to approach this, but this is what i did.
I have a plane inserted in the grip to avoid unnecessary polygons.
if there is a better way, it would be much appreciated.
1) The edges are inconsistent trough the model, making it look pretty weird.
2) In a part like this i would just go and make it once piece, theres no need to have it separated. Let the normal map do its work. From your uvs wires i can see you also have a lot of geo in places where its not necessary.
3) Try to make your edges fatter, so they bake better once you are baking the normal. Take a look at this tutorial made by racer. Also, use edge size to your advantage, you can further push material definition by making plastic surfaces softer than metal for example.
4) I suggest you to take a look at this tutorial by millenia, specially on the low poly, so you can better understand how low poly models work: https://www.youtube.com/watch?v=ceN-tdgf_fs
I hope that helps! Good luck and keep it up!
This is my small set up scene, not quiute sure on my lighting any tips would be helpful!