hey working on the highpoly of this, which i def will lowpoly and texture. (unlike my highpoly sci-fi wall which i just left as a highpoly)
heres what i've got so far (i realise that i've got the wooden cross bit at the front too low but sincei have my cannon in a different position thats how it is):
this is my refernece image with some guy in the way
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Only thing i noticed is that the wooden 'post' running through the wheels like an axle is too big and doesn't seem to stick out as much as the reference. Other than that everythi9ng else is pretty close and looking great!
i've been sorta away due to exams, vacation.
here's my finished highpoly (unless theres anything major i've missed. extra details wiill be done via hieghtmaps
heres the lowpoly (1070 tri's good?? even though its next-gen... )
cheers
and you could merge half the verts on the back of the gun shaft
uv time!!
Remember to keep in mind, that if a vertex doesn't affect the silhouette, is not there for lighting purposes, or some other technical reason, you are probably safe to get rid of it. Even that edge loop you have in the middle of the barrel. It appears to be doing very little to the silhouette, you may even be able to get rid of that and no one would notice.
Just my two cents, I really like how this is turning out, looks like a cool and fun project.
remember that theres a metal bit which goes over the cylinder if you look over the highpoly which will be modelled in..
@Pope Adam - your point being?
Also a suggestion for your high res. you should scale in the tops of those rings. So when you generate your normals you get some definition. a little example
you have ___| |___.. but you should have __/ \_
Good luck
do i need to re-do my main cannon part normal map
e: And yeah you're right, but even so I can definitely see that he has alot of "wobbling". Maybe a posting of the flat map would help.
This cannon is coming along pretty well, keep it up!
i'd appreciate more comments about texturing though
i know its not a AAA piece of work. but i filmed a video tut of how i textured it.....
oh and it seems you've completely forgotten screws/ nails /bolts
Have you considered just adding a bit more subtle color variation? Overall it's looking very flat in saturation. All parts of it are equally saturated in color. It might be cool looking to bring in a few bits of higher saturated areas around some rust or in the spec somewhere. Tell a bit more story with the texture.
I like it, anxious to watch the vid.
I dislike the angle because it reminds me of:
colors could be warmer and the metal perhaps darker