seem to be a few errors on the insides, I think you need to cut between the verts on the circles and the nearest corners on that rectangular area at the bottom if you get what I mean
If this was for a normal-mapped in-game asset (I know it's meant to be just highpoly practise, but this is a game art forum after all ), then you'd want to slope in the edges of that star-shaped indent in the screw. Right now if you normal-mapped it you wouldn't capture any of the inset depth because it'd be perpendicular to the lowpoly surface (and therefore not trace against the lowpoly, and fail to show up in the resulting normal-map).
have a look how others are controlling their hard edges with two loops either side of the corner edge, this gives you a much cleaner mesh and better control. it also gives you completely flat areas where you need them, with a chamfered edge there is always a slight billowing
@MoP: I've seen that tutorial already and now everytime I model I pay special attention at using bevel instead of extrude, when needed :poly124: Thanks for the advice anyway
@SHEPEIRO: I'll take a look and see what I can do :thumbup: thanks!
Replies
OBJ updated in the first post
If this was for a normal-mapped in-game asset (I know it's meant to be just highpoly practise, but this is a game art forum after all ), then you'd want to slope in the edges of that star-shaped indent in the screw. Right now if you normal-mapped it you wouldn't capture any of the inset depth because it'd be perpendicular to the lowpoly surface (and therefore not trace against the lowpoly, and fail to show up in the resulting normal-map).
Link to more info here:
http://wiki.polycount.net/3D_Tutorials/Modeling_High-Low_Poly_Models_for_Next_Gen_Games (Tutorial by Jo
@SHEPEIRO: I'll take a look and see what I can do :thumbup: thanks!