@Mohamed_Salah_Bchir That will entirely depend on how close you intend the viewer to get to the model. If this is something that's intended to go in game - It's probably not practical to keep the geo for the straps and to just bake them in after the high poly is completed.
As for links to tutorials. Browse the Wiki http://wiki.polycount.com/wiki/Polycount or google/youtube. After you've done that, let us know which parts don't make sense or even just ask us to confirm your understanding.
I think the straps on your handle could match the reference a little closer if you make the leather bands wider. The pommel looks to be a bit wider and tapers a little thinner as well.
I'm not sure if the blade has tight enough holding edges or not. The materials on the blade make it a little unclear. A grey lambert/phong material with the wireframe would be helpful to see what's happening there.
What're your goals for this in Zbrush? I feel like you've got the majority of it already knocked out with this mid res, you just need to get your edge quality to a good point then make a low res, UV it and bake it.
Thank you! I don't have plans for it yet, this is my first low poly model and i just want to try it to learn, i'm mostly focusing on learning the uv/baking/texturing part, from Max to Zbrush to Spainter pipeline. So i might keep the straps just for fun and for close up renders. I don't think this will be in game since i don't know UE4 yet. As for measurements following the ref, i'm not concerned about that, but thanks i see the faults now. In Zbrush i want to subdivide it and give it some details like scratches and smoothed edges, (than i can project those details on the low mesh?) as far as i know. than take it to substance to texture and learn about substance at the same time. than i will render it in 3ds max with vray. These are the UVs
The long strips on the left and top that have a curve should be straightened out to reduce aliasing and to make it easier to paint on if that's a route you go down.
little random metaphor - right now they look like bananas, make them more like rulers.
What do you mean stretch? How are you planning to texture this?
Oh wait, ok, look, sure there won't be encessarily PERFECT squares when you test it, but think about the material you're applying to it. It's just gonna be a cloth fabric of some sort, something that doesn't have specific detail. In the end, it will be minimal stretching.
Thank you all. I'm not really going to focus more time on UVs because it's not my goal to make everything perfect, that's for another time, my goal is to go through the whole "pipeline" or what ever it's called, so i can learn it, get used to it and understand it better. Right now i subdvided in ZB and made some details...what's the next step? I think it should be exporting the maps, is that correct?
Those strips shouldn't look like that. It looks like there's some sort of information on the mesh that's sewing edges together that shouldn't be. I'd recommend baking separating this asset out, baking it, then compositing back into the texture afterwards.
Replies
As for links to tutorials. Browse the Wiki http://wiki.polycount.com/wiki/Polycount or google/youtube. After you've done that, let us know which parts don't make sense or even just ask us to confirm your understanding.
I think the straps on your handle could match the reference a little closer if you make the leather bands wider. The pommel looks to be a bit wider and tapers a little thinner as well.
I'm not sure if the blade has tight enough holding edges or not. The materials on the blade make it a little unclear. A grey lambert/phong material with the wireframe would be helpful to see what's happening there.
What're your goals for this in Zbrush? I feel like you've got the majority of it already knocked out with this mid res, you just need to get your edge quality to a good point then make a low res, UV it and bake it.
I don't have plans for it yet, this is my first low poly model and i just want to try it to learn, i'm mostly focusing on learning the uv/baking/texturing part, from Max to Zbrush to Spainter pipeline. So i might keep the straps just for fun and for close up renders. I don't think this will be in game since i don't know UE4 yet.
As for measurements following the ref, i'm not concerned about that, but thanks i see the faults now.
In Zbrush i want to subdivide it and give it some details like scratches and smoothed edges, (than i can project those details on the low mesh?) as far as i know. than take it to substance to texture and learn about substance at the same time. than i will render it in 3ds max with vray.
These are the UVs
do you mean break them into smaller parts?
little random metaphor - right now they look like bananas, make them more like rulers.
I tried to straighten them but they stretch too much in a weird way. maybe i don't know how to do it, i'm noob.
I recommend watching this tutorial if you havent already https://www.youtube.com/watch?v=Z9wgKy-F1Rw
Oh wait, ok, look, sure there won't be encessarily PERFECT squares when you test it, but think about the material you're applying to it. It's just gonna be a cloth fabric of some sort, something that doesn't have specific detail. In the end, it will be minimal stretching.
Right now i subdvided in ZB and made some details...what's the next step? I think it should be exporting the maps, is that correct?
Does that look normal? i'm not sure how it's supposed to look