Hi Polycount, I'm really surprised by this artwork of Stefan Engdahl on artstation, but I have some questions concerning this brilliant model, How did he use this low poly model (24k tris) to create this awesome and smooth weapon, I think the holes should appear low poly not smooth like that, also the topology of the barrel is not the best but it looks so great and there are no issues concerning the shaders.. sorry for my bad English!
Artstation artwork:
https://www.artstation.com/artwork/nQ0NR4
Replies
This video shows how normal maps can be improved on cylinder like shapes: https://www.youtube.com/watch?v=MnuK6xyi-qY
Maybe that can help you
Super short rundown of high & low-poly:
High-poly: Blockout to get general shape and scale of things > Start adding details etc (a lot of boolean is used) > Copy what you got just to makes sure you have the "Base" for when making lowpoly > load it in Zbrush to create the high-poly mesh (Read more on that by this post by Ben Bolton)
Low-poly: Use the mesh BEFORE going trough Zbrush (the one we copied before) and clean it up/add bevels/Chamfers wherever it's needed etc until you got a nice low-poly, UV that thing.
The software's I use are:
Maya - Modeling & UV
ZBrush - Making the high-poly (If it's a Simple shape I will make it with good 'ol sub-d modeling in Maya)
Marmoset - Baking
Substance Painter - Texturing
Sorry if it's unclear or whatnot I'm pretty tired when writing this