There also a thread around polycount somewhere where Gwot was explaining how he (and others) tackle high-res mechanical models. A search might yield it...
This may be interesting to you. It is a 3D Studio Max specific tutorial but like most you can carry all this info across to other packages. I think this is what you're looking for though. http://www.duber.cz/index.php?section=tr.../nokia_6670.php
Sectaurs: I'd avoid it when possible. Using smoothing groups instead of bevelled edges means that you don't get the fine narrow change of angle that gives a nice small sharp specular highlight along the corners.
I'd only use the smoothing group thing when meshsmoothing for something that was either very stylised, or ridiculously sharp, like a knife or some sort of blade.
Oops I was wrong, the thread I recalled had nothing to do with Gwot, but everything to do with great tips... modeling hi poly weapons is painful, any tips?
(found this today while rummaging in my saved-threads library)
Replies
bunch of high poly modelers trying to use our little brains.
Seems like poopinmymouth you're a part of this. (not the little brain part!)
There also a thread around polycount somewhere where Gwot was explaining how he (and others) tackle high-res mechanical models. A search might yield it...
I'd only use the smoothing group thing when meshsmoothing for something that was either very stylised, or ridiculously sharp, like a knife or some sort of blade.
guess i'd better start weening myself off it.
also, some great stuff in those links. thanks for all those involved.
cheers
modeling hi poly weapons is painful, any tips?
(found this today while rummaging in my saved-threads library)