Ok so I thought I'd post up my progress so far and get the ball rolling
Turnaround (.mov file)
OBJ file
Grabbed the refs from EQ's topic post, and I've done the outside part of the EOtech. Took me a bit of looking at the ref to work out how it looks, never modelled one before.
So far its been about 2-3 hours. Already seen how I could have saved some time, should have started with the holes and modelled from the inside out and I think I'd also have a cleaner mesh. I usually do a quick pass over to optimise the mesh when I move onto another stage.
Got a little pinch on the corner, will have to figure out how to get rid of it, probably just a case of adding more cuts.
I hope this post is in the right place and has enough info, I made sure to rread the rules a few times before posting!
Replies
Looks solid so far. THis is what this workshop is all about. Diferent ways of making the same thing. For example, i wouldnt have used cilinders with so many segments. i usually use 8.
But when i start mine we will see
Depending on size, i will use 8, 12, 16, or 24. I generally never use anyting over 24 unless its for really fine detailing, like knotches around a knob/screw.
Now the reasons i use those numbers specifically, is that they're all good, even, easily divisable numbers. When you get to the lowpoly stages its really nice to just take your high, remove some loops and stick with the 8 or 12, or if you need to, you can easily cut 12 to 6, 16 to 8, 24 to 12, etc.
There, thats my anal retentive/OCD tip of the day.
If I'm making a low poly it's going to come back and bite me lol.
OBJ: Here
Modelled up the panel today, used floaters for the text and the buttons are also floating along with those little button hoods. I know thats not how it is on the actual model but I'm trying to start and work faster and resourceful.
I'm pleased with the progress so far, there isn't too much left to do looking at the refs so hopefully can be done with it tomorrow.
Just want to say thanks to Mop for the text tutorial and EQ for posting up his OBJ, helped me see how much you can get away with using floaters and other little shortcuts.
OBJ: Here
Learnt a few important things with this, so it's definately helped me out with my high poly skills. Using nice even numbers for the circles is probably the biggest one as well as seeing how much easier floaters can make details.
There are a few things I could/should have done in a neater fashion after looking at others but I'm pretty confident this would bake down to a low poly quite nicely. I might even try it this weekend just to be sure.
Looking forward to the next workshop!