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Ok I said I wanted to create a War hammer style piece, I chose the dreadnought 4k so I found alot of reference and I have begun modelling the piece.
I have created a good proportion of it and I feel I need some feedback so I can stay on the straight and narrow making sure I take this piece in the right direction.
I am creating the high polygon and low polygon mesh as I create each piece of the model so I don't have to go back and remodel the in game mesh.
Tell me what you think please as I would really want to do this thing justice.
http://img507.imageshack.us/img507/8816/dreadnoughteluviesfront.jpg ----Reference
http://img521.imageshack.us/img521/4816/warhammermech2.jpghttp://img148.imageshack.us/img148/1209/warhammermech.jpg
3D Models
I am still modelling the piece and I am planning on having three variations in terms of the arms, maybe the assualt cannon and I will add in the flame thrower later.
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Replies
Like this:
Keep going
Though I have one question should I go to the trouble of adding in low poly geometry for the bolts and baking the detail down from the hi res bolts. Or should I save the polygons and just bake the hi res bolts down onto the main mesh??.
I don't have a polycount as per say I just want to get the thing looking as good and dynamic as I possibly can. Anyway I really hope I can get critiques good and bad so I can make this right.
kind regards,
Also his chaingun has some very large bore holes, compared to the reference images.
As far as battle-damage and aging, are you planning to take him into z-brush or just do it all in texture?
I don't have Zbrush yet so I will probably have to create the detail and damage pass via the texture work, that should be alright though as I could do with the practice of creating textures etc etc.
You are right I will bevel those edges right away so I can create that more higher res look to the model. At the moment I am refining the in game model trying to get the polycount down and working out where pieces may go on the UV space.
At the moment I am slightly concerned as I am going to try and get this thing into the Unreal Editor and i am hoping that the normal bake will look nice when I get it in there as for some odd reason things look different in the 3d app than they do in the engine itself.
I might try and fiddle around with the Marmoset toolbag but I would need to d/l that as well and then try and work out how to use it.