I reworked my model and ended up with this. I think this fits the constest better. Next I'll post my texture progress. Let me know what you think. Thanks.
it looks kinda big/massive (with a lot of mass :P) and not very speedy or good at racing. i like the design though, and it is executed very well!
keep it up!
I decided to simplify my f zero a little. I have to finish the wings. I think they are too large though, I might shorten them a bit or design new ones for it. Headed off to bed. Let me know what you think. At this rate I might just finish this in time.
I think it looks good, interesting shapes and forms and plenty of detail for a solid normal map. The backside is lacking some love though, it's mainly a skewed mario bros. pipe. I think you should spice that up like the front a bit more.
Those wing just didn't do it for me. Made some changes to it. I like the newer version how it is, but it feels unfinished. I think I might have gone a bit crazy with this, not sure if it will fit the restrictions when I make the low poly.
Trying to figure out how to fit a low poly to this at the moment. My goal is to have the low poly done today and unwrapped. If I can't make the low poly fit the restrictions they'll just go out the window but I plan on normal mapping this. What's kind of throwing me of is how the separate parts fit together. I kind of want that in the low poly but they seem to be eating up the count very quickly. The pieces go into each other but they don't really add much in terms of the silhouette. I kind want to cut them out of the low poly but I'm concerned how they will look in the normal map. Any tips would be great. Thanks.
Currently I was making the larger chunks of the ship a separate element. The low poly is around 1200 tris at the moment. I have been unwrapping the chunks as well, so I'm not that behind.
if not, for the lowpoly, i'd say make everything one big compact chunk, even if it's not supperaccurate compared to the highpoly, it will look way better with the normalmaps, and they will balance the lack of accuracy pretty well, just put your force lines on the parts where curves/shapes break, while notmalmapping, assets, keep in mind that the only thing that really matters is the outline, the rest is handled by the normalmaps, so spend more polys on having an accurate outline and less on innerdetails (i.e, instead of indenting a surface, just make it flat but not perfectly vertical, so that it can take the indents details, the normalmap will make it look indented)
Thanks for the tips. After a few problems I started to get my normals to start rendering out. I needed a break from my other fzero and this. That's kind of a work in progress as well. It's just a highpoly with shaders on it.
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keep it up!
Thanks for the feedback.
Let me know what you think.
Alex
Currently I was making the larger chunks of the ship a separate element. The low poly is around 1200 tris at the moment. I have been unwrapping the chunks as well, so I'm not that behind.
Alex
if not, for the lowpoly, i'd say make everything one big compact chunk, even if it's not supperaccurate compared to the highpoly, it will look way better with the normalmaps, and they will balance the lack of accuracy pretty well, just put your force lines on the parts where curves/shapes break, while notmalmapping, assets, keep in mind that the only thing that really matters is the outline, the rest is handled by the normalmaps, so spend more polys on having an accurate outline and less on innerdetails (i.e, instead of indenting a surface, just make it flat but not perfectly vertical, so that it can take the indents details, the normalmap will make it look indented)