Its been a while since I have modeled but I am trying to get back into it. This is a new project I am starting based on a new concept I came up with. Hopefully I will be able to put this into my portfolio for college once it is completely done. I am having some issues with the low poly model and I am not 100% sure how to fix it in Maya. If anyone could check my poly's as well that would be greatly appreciated! Also, in the smoothed version I noticed those two little slits and I am not sure why they are there. Thanks again everyone!
Here is the concept I made that I am working off of!
Inspired by Tyler Ryan's Batman Redesign:
https://www.artstation.com/artwork/wvOJw
Replies
Most of the pop of this asset is gonna come from how you textures this in what I'm assuming will be Physically Based Rendering. What are you planning to do to texture this?
I am planning to do some kind of brushed metal textures for the main body. As far as the large cutouts with the red rings I had planned to do some kind of red, emissive texture. The logo in the middle will probably be a mix of both but I am still thinking internally about about what other textures I can include to try to make it more diverse.
I dont know if this bit here is intentional or not, but you can soften the edge normal to make it look not so edgy.
I don't know where the second image came from, but it probably because your front/ back verts pushed too much backward/ forward. Or the normals juz gone weird.
Hi-Poly is usually meant for normal mapping yes, but it's more like adding a small detail, like a bump or a nail. If you want your model to look good you will still need to add more division (maybe with bevel tool).
Ok, this is an understandable issue. Happened to me when I began doing this early in Substance Painter.
Feel free to private message me and we can set up a Google hangout call to go through this because this troubleshooting takes a little longer than text.