looks to me like incomplete.I would recommend you to work on the highpoly a bit more and then work on the diffuse,spec,normals and occlision.
Right now,there is hardly any difference between the high and the low poly models except for a few loops in the high version.You dont really have to model the screws details in the low poly,as they can be very well processed from the high poly in the normal map.And this only works well with the third person version.If you are aiming for a First person version,i would recommend these details to be modeled.In the current high spec games like crysis,most of the details are literally modeled in the first person version as normal map plays very little role there.
But again,its up to you to decide all this and come up with a more professional looking version.
Keep it coming
Vj
Thanks for the input, this was my first time using a high poly to rip maps off of so I wasn't to sure exactly how much I could get out of it, afterward I noticed there was a lot less I needed in my low poly. I plan I using what I learned here on what ever i do next, so any more input anyone has would be great so i can plan ahead on my next model.
I'm using a 1024. This was my first time using maps from a high poly on a low poly, so I wasn't exactly sure how much detail I needed to keep in the low poly. Afterward I noticed I could have taken a lot more out, I plan on using what I've learned toward my next model and leaving this one be. Any feed back, like what has already been left, is welcome. The more I know before starting another model, the better.
I was pretty happy to save 7,000 tris, but I could have def saved a lot more in the end. Thanks again.
The problem isnt the difference in tris between high and low poly, you shouldnt even have to think about anything like that. The high poly could be millions of polys and right now your high poly looks like a inefficient low poly by todays high end FPS standards.
hey not terrible for your first attempt im not really a "gun expert" as some of the folks around here are, but i feel like you need some different materials in the gun also if i remember correctly from the games the color is a bit lighter, and it should have a grip. As far as the high to low poly goes, the transfer dosnt strike me as being terrible, but the lighting you have is flat which makes a big difference, and the low poly could be much lower i feel ( the screw on the side of the gun could be seperate geo, would save you about 20 faces on each side of the gun right there.
1) The high poly is waaaay too low poly. It doesn't need to be in the millions, but it does need to be a LOT more high detail. ATM its doing nothing for it. I see a lot of 90 degree angles on there which wont render on the normal map at all. Chamfer those edges.
2) You have little indents on the low poly... Why on Earth did you model those? The normal map could do those EXACTLY the same for free. Get rid of them.
3) Why did you model the larger/medium screws? Just make them floating geo. You will save a bucket load of polies, and it wont make a difference quality wise.
4) The handle is nothing like the original at all. Might want to re-do that. It would take away some of the blandness this piece has if you made it like the original.
5) The trigger guard is wrong, take another look.
Now onto the OBVIOUS stuff...
1) You really need to work on your polyflow mate. There are spots on there covered with them that dont add anything to the shape/form at all. Remove anything and everything you can that doesnt make a difference and I bet you can get this piece down to 20% of the original polycount, easy.
2) The trigger. Do I really need to say whats bad about this? Come on chap.
3) The barrel at the front. Make it round by all means but what are those extra slices doing?
And for the people that don't know the source material:
I wasn't going for an exact copy of the one from halo, I actually felt like it was to plain. So I changed a lot including the trigger guard, and adding a groove for a possible flash light add on. I also didn't like the color of the game model. I need some tips on making the lighting better so it doesn't look so flat. On the 3d turn around the shadows are great, but for still renders the spec doesn't pop at all.
Agreed!,yes halo had some crappy graphics,the game was not running at proper 720P,but at some reduced resolutions.But i kinda admired some of the normal maps in the game in certain areas.They had like nice depth in em!
I pretty much agree with what those above have already said. 90º angles do not show up in normal maps. You want to bevel them where possible. Also, something about the grip needs a little work. I recommend refining it on the high-poly.
And yeah, I definitely can acknowledge that, in spite of the game being 2.2 years old, Halo 3 doesn't have the graphics it could have. Perhaps one day [Micro$oft permitting] there'll be a Halo Revisited, where H1, H2, and H3 all get a universal graphics work-over.
I once thought the gun i did was cool, once upon a time. LOL, I'm ready to start my new project probably a vehicle, I'll be post it when i begin. This time I'll post while working on it with questions. My biggest problem is knowing how high poly to go, then how low, Like should i tri everything off when possible. Anyways, thanks for the help.
Replies
Right now,there is hardly any difference between the high and the low poly models except for a few loops in the high version.You dont really have to model the screws details in the low poly,as they can be very well processed from the high poly in the normal map.And this only works well with the third person version.If you are aiming for a First person version,i would recommend these details to be modeled.In the current high spec games like crysis,most of the details are literally modeled in the first person version as normal map plays very little role there.
But again,its up to you to decide all this and come up with a more professional looking version.
Keep it coming
Vj
Thanks again.
Your texture could use some work but i think it's coming along pretty nicely. are you sticking around a 1024 size maps?
I was pretty happy to save 7,000 tris, but I could have def saved a lot more in the end. Thanks again.
good luck on your future works! will be watching
-Woog
1) The high poly is waaaay too low poly. It doesn't need to be in the millions, but it does need to be a LOT more high detail. ATM its doing nothing for it. I see a lot of 90 degree angles on there which wont render on the normal map at all. Chamfer those edges.
2) You have little indents on the low poly... Why on Earth did you model those? The normal map could do those EXACTLY the same for free. Get rid of them.
3) Why did you model the larger/medium screws? Just make them floating geo. You will save a bucket load of polies, and it wont make a difference quality wise.
4) The handle is nothing like the original at all. Might want to re-do that. It would take away some of the blandness this piece has if you made it like the original.
5) The trigger guard is wrong, take another look.
Now onto the OBVIOUS stuff...
1) You really need to work on your polyflow mate. There are spots on there covered with them that dont add anything to the shape/form at all. Remove anything and everything you can that doesnt make a difference and I bet you can get this piece down to 20% of the original polycount, easy.
2) The trigger. Do I really need to say whats bad about this? Come on chap.
3) The barrel at the front. Make it round by all means but what are those extra slices doing?
And for the people that don't know the source material:
halo 3 haf pretty bad graphics for a tripla AAA game :S
Vj
I pretty much agree with what those above have already said. 90º angles do not show up in normal maps. You want to bevel them where possible. Also, something about the grip needs a little work. I recommend refining it on the high-poly.
And yeah, I definitely can acknowledge that, in spite of the game being 2.2 years old, Halo 3 doesn't have the graphics it could have. Perhaps one day [Micro$oft permitting] there'll be a Halo Revisited, where H1, H2, and H3 all get a universal graphics work-over.
If and when it does, I want to be part of it.