What are you even modelling? Some sort of robot part, a car, character? It really depends on the piece so if you wont give us more information no one will be able to help you. But if you really don't want to, then take your references and think how the form would look like without the details that can be baked into normal and model that thing. Then make a copy to use for high poly and add all those details in (either model those in or use the floaters). Unwrap low poly, do the baking, make textures and you're done.
Sorry if this is something pretty basic, but without any info, can't help you.
What are you even modelling? Some sort of robot part, a car, character? It really depends on the piece so if you wont give us more information no one will be able to help you. But if you really don't want to, then take your references and think how the form would look like without the details that can be baked into normal and model that thing. Then make a copy to use for high poly and add all those details in (either model those in or use the floaters). Unwrap low poly, do the baking, make textures and you're done.
Sorry if this is something pretty basic, but without any info, can't help you.
Thanks for the answers I'm learning to design parts of wepon like Swords, Shields
Think about how the article would be made and split it up into those pieces but keep it as one model. Place a subdivide modifier on the model and increase subdivisions to 2. See what the modifier does to your model and add edgeloops where needed. dont apply the modifier until you are satisfied with the result. Without any further info Its really just basic modeling , so just hit youtube and check out some tutorials.
This should get you started, just follow along and you should be able to make your own in no time!
Also as far as I can tell there is no right wrong way, some people making super high poly model first and then use Zbrush or other retopology tools to make a low poly version. Some make low / mid poly model first and then add details to make hi poly. Both ways have pros/ cons its just depends on your own style / approach / time saving tactics.
First of all sometimes you don't really need hi-res model and could start with normals editing(face weighted normals ) and then just paint few dents and imperfections to normal or depth channel.
If you really want hires model an easiest way would be first subdivision for rounded things and then re-mesher in Blender or Zbrush for example to be sculpted then further .
Doing retopo over something sculpted from the scratch first works too but only for certain kind of things and have its own limitations, easily turns into huge time eating hog.
There is also www.russian3dscanner.com Wrap soft that could do re-topo of your model using something typical and pre-existing literally wrapping low res model over what you sculpted
Replies
But if you really don't want to, then take your references and think how the form would look like without the details that can be baked into normal and model that thing. Then make a copy to use for high poly and add all those details in (either model those in or use the floaters).
Unwrap low poly, do the baking, make textures and you're done.
Sorry if this is something pretty basic, but without any info, can't help you.
https://www.youtube.com/watch?v=0vJhQg0XZ3g
https://www.youtube.com/watch?v=dru6z9ZgkLk
https://cgi.tutsplus.com/tutorials/model-a-detailed-high-poly-fire-hydrant-in-3ds-max--cg-1717
Also check out this Sub Division Basics video, it goes over some of the core concepts and how they work
https://www.youtube.com/watch?v=ckOTl2GcS-E
Sub Division modeling tips and tricks
https://www.youtube.com/watch?v=nRrXBtjiLyU
Also the polycount wiki has some good resources on sub-d modeling
http://wiki.polycount.com/wiki/Subdivision_Surface_Modeling
it's very helpful.
This should get you started, just follow along and you should be able to make your own in no time!
Also as far as I can tell there is no right wrong way, some people making super high poly model first and then use Zbrush or other retopology tools to make a low poly version. Some make low / mid poly model first and then add details to make hi poly. Both ways have pros/ cons its just depends on your own style / approach / time saving tactics.