Ok a little bit of progress here. The the cuts on the inside of the mesh could be cleaner, but that area wont be visible when the inner section is modeled, so i wont bother to do any better there.
Oh, your direct approach to things is awesome. Looks so shiny, too; really must learn some tool with which to render things like that. You used modo's renderer, I'm guessing?
Thanks guys! Feel free to take a look at objs if you care to see how anything was constructed.
Vrav: Rendered in modo yeah
commador: The arrows are on in the same mesh as the buttons, i was going to use floaters there but it wasn't a very complex shape, so i quickly modeled them in. The text and lines on that front panel are floating. and the small screws on the side are floating too(didnt want to make the geo too messy here).
I've got question: When it comes down to baking on the low poly, what do you do with the gaps between the viewfinder and the outer casing? Do you include them on the low poly geo?
I've got question: When it comes down to baking on the low poly, what do you do with the gaps between the viewfinder and the outer casing? Do you include them on the low poly geo?
It depends a bit on the application. If i have enough of a poly limit, i'm going to model the low as close the high as i can, as that gap is big identifying feature of the eotech. Especially if its in a game where you can look down the the it in iron sights mode.
Now if i've got a lower poly limit, where i dont think i can pull it off, i would have modified the highpoly, simplifed some of the shapes so they run flush and closed the gap, then build the lowpoly around that.
I made some relatively minor changes, calling it done. I added a sunk in section around the front panel so it wasnt a hard intersection, i added some details around the larger screws on the side, and i edit the batery thing a little so that the hole going through for the rail wasnt getting blocked.
Replies
really poor work.
i have no idea how you can fool all these guys over here.
i kid. this is looking really awesome
And objs to go with
http://files.getdropbox.com/u/499159/eotech02.obj
http://files.getdropbox.com/u/499159/eotech03.obj
http://files.getdropbox.com/u/499159/eotech04.obj
Vrav: Rendered in modo yeah
commador: The arrows are on in the same mesh as the buttons, i was going to use floaters there but it wasn't a very complex shape, so i quickly modeled them in. The text and lines on that front panel are floating. and the small screws on the side are floating too(didnt want to make the geo too messy here).
conte/shep: BRAMPH
It depends a bit on the application. If i have enough of a poly limit, i'm going to model the low as close the high as i can, as that gap is big identifying feature of the eotech. Especially if its in a game where you can look down the the it in iron sights mode.
Now if i've got a lower poly limit, where i dont think i can pull it off, i would have modified the highpoly, simplifed some of the shapes so they run flush and closed the gap, then build the lowpoly around that.
OBJ: http://files.getdropbox.com/u/499159/eotech05.rar
PS: shut ur butt jeremy
im going to take a good look at that obj when im home, i have the feeling i can learn a thing or two from you mister.
far out!
EQ likes leaving floaters. ^_^