So, recently I've undergone this huge focus on highpoly work. It's not something I do at work (previous and current employer) as often as I think we should be, and its just something I sucked at previously.
With the help of Paul, otherwise known as Eraserhead, I had a fire lit under my ass and have been going at it now for 2 weeks.
The goal is to keep doing highpoly until either A.) I feel I am good at it B.) I hate doing it and want to throw my PC out the window C.) I am no longer having fun working on it. So far, none of those have happened.
First up was a radial engine. Based off some references found online.
Next is the 22WT, a concept by the magnificent Izmojuki.
And, most latest, is the Beholder. Concept by Georgi Simeonov. This was a different pain-in-the-ass altogether: It's a model I started long ago when I wasn't as comfortable with HP modeling as I am now. So to open it and see this mess of objects wasn't very encouraging. I had the entire weekend to myself and figured that as best a time of any to wrap this model up and move on.
So, what's next? Going to try and go all Scott Robertson on this planes ass:
Replies
High Poly stuff looks killer! I would definitely suggest taking them all the way through baking and texturing though, within reasonable budget limitations. It does help you to learn about what works and what doesn't as far as sizes, chamfers, projection angles, etc.
First timer my ass!
the link doesnt work btw
DRAGON DROP.
I will let Georgi know you did this model, looks like you did the concept justice!
Do you work with him?? If so that'd be great! I hope he doesn't mind me doing this. I never asked, hoping that 100% credit on the concept would suffice and my model wasn't crap.
How many hours or evening or whatever (how long) did each of these take? I guess it was 2 weeks total for all of them? That's pretty impressive!
we need people like you...
...the crazies..
Now then, on to that plane. . .
I must learn sir... I MUST LEARN!
haha just kidding, awesome stuff...I like the vehicle the best XD
Everything poly modeled?
did you sleep?
Long story short, I'm back at it.
Gee Bee Sportster I did for shits & giggles:
I like it.
Nice sub-d modeling overall, what about some bakings as well huh?
I see you have rivits in place where the bulkheads are, but perhaps smoothing out some areas on the front and building some seams in to look like metals would pump up the realism. Just my 2 cents tho, totally awesome work.
-N!
Here's one of the main references I used for all the fun little details.
Small note: I only modeled the seat for the cock pit. In the interest of time I decided to not model the cockpit. Luckily the angles I had chosen for renders didn't really need it.
i personally like how small the cockpit is in the original... cram the effin' pilot in that bird and send her up! just has that extra umph to the character of the plane... regardless, this hp has some wicked awesome character all by itself
There are small things, small changes you seem to make on the design to make it easier to model, or for whichever reason you choose to do it, little subtlies that you change that hurt the overall design. The scale and proportions on the cockpit is a good example, and how in the back of the cockpit, how it merges into the tail wing, it seems a bit unatural there and thats not really how it looks in the ref. The details you have holding the main cockpit "housing" on also seem sloppy and like you just threw some boxes there, instead of following the refs, and following those nice curved shapes that attach it to the main body of the plane.
In the refs the wheels have this large, wonderfully detail bulky yet elegant look to them, and you seem to have just totally wussed out there and modeled a couple primitive shapes, ignoring what is one of the coolest parts on the entire plane.
The canvas paneling or whatever material it is(sheet metal?) has a bit more complex shape to it, as it is now you just seem to have basically, and edge on either side of the geometry to give it that facected look, but in the ref again, there is this nice subtle flat area with an indent around it on each of those edges that you missed.
Stick to it man, keep your eyes on the little stuff, and don't be afraid to model the complicated stuff, until you start doing this more consistantly i wouldn't call it 100%, more like 80%.
I used a lot of references, this was just a sample of some details I wanted to pull through. I do, however, agree on your points. I picked and chose what I wanted to model given my overall interest and fun level. Otherwise I'd burn out and it'd never finish.
As you can see here, the shape of the cockpit and and the shape of the plane in its entirety, can differ from model to model.
oh, my