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what is your approach to modeling details in weapons ?

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polycounter lvl 5
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focus_method polycounter lvl 5
Hi,
i want to know what is your approach when modeling weapons details ? 
do you model it all,  or leave tiny little details to substance painter height,normal maps?
im struggling with modeling all tiny little details, destroying then my whole model,  so i was thinking is it common practice to do it in substance ? is it game ready? is it ok ?

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  • sacboi
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    sacboi high dynamic range
    Post an image of your specific issue?

    "tiny little details" can mean anything from locking fasteners too knurling, milling groves, pitting or simply general 'wear and tear'...etc
  • poopipe
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    poopipe grand marshal polycounter
    Actually not that silly a question..

    Its tricky to strike a balance but generally I'd advise that anything that doesn't affect silhouette is best done in painter/texture  because it's a lot quicker to make changes and saves you a shit load of modelling work in the first place
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