Hey guys, after lurking for a while I've decided to make my first real post
This is a low-poly of a Colt 1911 pistol that I think is probably finished, and it will be the base of my first ever attempt at normal mapping.
I've started refining the model for the high-poly, though looking back on it now that it's complete I probably would have saved myself some trouble by going high > low instead of low > high. Oh well, lesson learned
1607 tris total - the dark blue mesh is the main piece, while anything lighter blue is a separate object
Any tweaks or suggestions from all of you experienced polycounter's would be greatly appreciated! I'll be posting updates to this thread as I continue to work on the model
Replies
So far, so good, good luck,
G
Low and high both done in Max (high pretty much the same but with cleaner edges and floating geometry), normals with Max's projection mapping, texture in PS
The gun will eventually be used as a prop for a character sculpt I'm doing in ZBrush. In the end it will just be a render of a posed character - no plans on taking this into any game engine (yet)
Now logic would dictate that if I'm not running this through any engine, I could definitely get away with just throwing on more detail like Alec suggested and scrap the idea of a separate low poly version (your 1911 is awesome BTW and I can only hope mine looks as good when this is done )
However, a lot of this is just for me to practice going through the normal mapping "process". I'll admit I could have picked a more interesting object to really take advantage of normal maps, but again it's mostly for practice