So I thought I should make a thread about this and try to get some general feedback already.
This is the high poly (140k) minigun I've been making for about three-four days to learn hard surfaces and the first "big thing" I've done. I'm about to start with the low poly, which my goal is to keep under 20k.
Should I make a full retopo of the upper and lower part or try to lower the polycount by removing support edge loops? Would it look well if I do it the second way and end with some shading problems in the low poly and then do the baking? I'm still a little insecure about how to handle more complex hard surfaces.
![Image: https://us.v-cdn.net/5021068/uploads/editor/04/azr61uougv5g.png](https://us.v-cdn.net/5021068/uploads/editor/04/azr61uougv5g.png)
![Image: https://us.v-cdn.net/5021068/uploads/editor/yr/hmxnvy42wg44.png](https://us.v-cdn.net/5021068/uploads/editor/yr/hmxnvy42wg44.png)
I'm also in need for a name, just to not name it "Huge minigun"
![:# :#](https://polycount.com/plugins/emojiextender/emoji/twitter/grimace.png)
Any advice is greatly appreciated!
Replies
After fighting with Topogun for three hours making the mouth of the weapon (first time using it), this is the result:
From 8099 to 446 tris.
I think I should have added more geo, the details are barely visible in the second image, but after wanting to break my head with a hammer I don't want to lose more time with that piece.
The part behind this one is next.
I'm probably gonna add some details in Painter.
I'll try to make some changes for the final render and maybe test it inside Unreal Engine.
Here are the final caps:
However, please don't use PNGs. That last one is 6mb, pretty slow to load.
http://polycount.com/discussion/63361/information-about-polycount-new-member-introductions/p1#make
I forgot to save the last image as a JPG. It's changed now.