Hi.
I asked about the crit for this sculpt is separate thread but it was burried under others.
Could you please let me know if the quality of the sculpt is good enought? I would like to start a low poly modeling now.
This is a personal, real time, portfolio piece.
Simple prop, but I need to make it industry standard.
Thanks for the time and effort!
I do not want to spam the forum but i need a crit before i proceed further
have a good day.
Replies
So long story short, your doing fine in zbrush with the hardsurface, but you need to focus on some general modeling attributes of this drill in order for it to actually look correct once its baked down. I don't think it would really matter what program you use at this point to get there, so just keep working at it!
Thanks carvuliero; Zi0; Carabiner adn BradMyers82 for your time and crit.
Time for a quick update of the issues I managed to fix.
1.
I fixed some of the issues. Frankly i fixed the issues that i could giving limited time.
Created insets, added details on the grip, fixed some of the proportions and boolean shapes. Viewport of zbrush makes my model looks more pixelated that it actually is. The edges are actualy clean as per second snap
2.
Decimated versiion below in maya.
It is cut to materials with polygroups -> each polygroup exported to MAYA as a separate object -> materials assigned in Maya -> put back together for baking
Would this method be kosher:) in a production environment?
3.
Low poly , topology and UV
How does it look to you? Where are the instances that looks amateur?
Texel density is 154 with 4k map size.
4.
Below are some screanshots of the test bake i did at the beguining. I am actually still making low poly but I needed to see the result of the modeling in SP.
This is absolutely raw bake with only materials added by ID maps. no manual corrections so far.
Please let me know what i need to improve. Have a good day!