Greetings, this my first post but I have been lurking around for a while just looking at all of the spectacular artwork that you guys produce. I just wanted to know how you would go about modeling a high poly weapon for normal mapping. Would you use a box and start cutting, start with a plane, etc. For example, although it is not a weapon, the way Tim A. did his Sarge model's armor is what I am going for. I would appreciate any advice you could give me. Thanks in advance.
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Just do whatever is easiet for you to get the result you want. Study other people's wireframes to see how they do what they do and recreate it.
Unfortunately, there's not much you can do about not using chamfers/extra edge loops. It's the nature of the beast. Can you show us your progress so far, so we can make some comments, perhaps there is an easier approach to it than what you have?
He has more tutorials here. http://lounge.ego-farms.com/
http://www-personal.umich.edu/~emaslows/...DPrinciples.mov
You can also check out the tutorials in 3D palace. Take as a guide since you'll find better ways of this. Watch the Dreadnought one. Check out some of the Softimage tutorials as well since they cover sub D as well.
http://www.3d-palace.com/
Sage-Awesome links, dude. Thanks. Those are some automatic adds to my favorites. I can't check them out now though, but once I do I will come back and thank you again.
I suggest using layers. It keeps things organized, and if you do want to hide something just really quick (temporarily) you can then just click unhide all when you are finished, and it will ask you if you want to unhide your layers, just click no and it'll only unhide the things not in layers (so you can keep those things out of your way). Layers are great once you train yourself to remember to use them
Subdivisionmodeling.com
Per's minitutorials
Polycount - modeling hi poly weapons is painful, any tips?
Polycount - technical highpoly workflow tutorial and scripts