How to you guys figure out how to detail your models/drawings? whats your work process? How do you figure out, that if you add this little detail here, it would make the model better and it wouldnt break the model/artwork?
First of all I decide which general level of detail I want to use and then it's checking out reference pictures. I then take the part with the highest detail density, model it to the level I want to use for the project. And from their I simply add more details to the other parts to get it to the same level.
Example: For my WH40k fast freighter (http://polycount.com/discussion/175397/raven-wh40k-imperial-fast-space-freighter#latest ) I look to WH40k ships (large and small) for ideas which details I can add. Then I set up the basic shape; next I spent some time to "detail up" the engines (a high detailed part in my vision). Now I'm working from there towards the front and add details, to get a consistent look.
I found it really helpful to have reference material ready before starting this process, this reference don't have to be directly related to the object, but simply give you some input and ideas. For this model I also have a lot of pictures from churches and heavy machinery in my reference folder.
Quite an ambiguous question, but I find that the best way to add details to stuff is to consider its usage and history.
So let's say you're modelling or drawing a gun. Most guns will have been made on an assembly line and are comprised of multiple parts, often of which have been joint together using bolts. So think about where the pieces join, and add some bolts in those places for finer detail.
Does the object have any history to it? If the gun has been used in Guerrilla combat then it might have some rust on it from where it's been exposed to the rain in the jungle. It might also have scratched on it where it's been thrown on the ground or handled poorly. It would probably have finger prints and grease where its been touched, such as around the grip.
As Dethling has mentioned, a great way to implement fine detail is to just look at images. If I was modelling a gun I'd just look for reference of other guns and see where/how the scratches formed, then implement them onto my model
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I then take the part with the highest detail density, model it to the level I want to use for the project.
And from their I simply add more details to the other parts to get it to the same level.
Example:
For my WH40k fast freighter (http://polycount.com/discussion/175397/raven-wh40k-imperial-fast-space-freighter#latest ) I look to WH40k ships (large and small) for ideas which details I can add. Then I set up the basic shape; next I spent some time to "detail up" the engines (a high detailed part in my vision).
Now I'm working from there towards the front and add details, to get a consistent look.
I found it really helpful to have reference material ready before starting this process, this reference don't have to be directly related to the object, but simply give you some input and ideas.
For this model I also have a lot of pictures from churches and heavy machinery in my reference folder.
So in short: Use Reference Material.
So let's say you're modelling or drawing a gun. Most guns will have been made on an assembly line and are comprised of multiple parts, often of which have been joint together using bolts. So think about where the pieces join, and add some bolts in those places for finer detail.
Does the object have any history to it? If the gun has been used in Guerrilla combat then it might have some rust on it from where it's been exposed to the rain in the jungle. It might also have scratched on it where it's been thrown on the ground or handled poorly. It would probably have finger prints and grease where its been touched, such as around the grip.
As Dethling has mentioned, a great way to implement fine detail is to just look at images. If I was modelling a gun I'd just look for reference of other guns and see where/how the scratches formed, then implement them onto my model