Hi-
I'm starting to work on a Mars land rover robot. You may have seen the mausoleum I'm working on. That's not done at all, and I am in the process of watching and learning tutorials for working on it in Zbrush, which is a new experience for me. To keep going with actually creating work in tandem, I thought at the very least I could carefully start the hi-poly model of a new piece.
As this is a new piece, my first concern is whether or not the subject is appropriate. This isn't intended to be rigged or anything, it's just a static model.
Here are the wheels, which are all identical:
As always, let me know what you think when you have a moment. Thanks!
Replies
This.
Also...there's this trend starting...where people keep making "high poly" models....but they literally model every poly...
For example those holes on the wheel hub-cap thing...the wireframe looks insane...not necessarily in a good way. A good 8 sided cylinder hole turbosmoothed would give you that same effect with a more efficient/pro looking wireframe.
I saw your mausoleum on game-artist.net, where you did the same thing. Those pillars were just crazy. Don't be scared of turbosmooth...or whatever it is that smooths your models in whatever software you're using.
Edit: I made this image to help you understand what I mean.
This is cool because you can have the high-poly off while you wok on other peices, not slowing down your machine much.
The way you have it now, you're stuck with that dense model.
Adding a turbosmooth or maya's equivelant will Sub Divide your model, meaning it will split each face into four, smoothing out your model for you....here's an image of what I mean.
The part I actually modeled is on the left. When Turbosmooth is on, it SubD's it to the one the right. You keep a better looking and not as dense wireframe.
I'm sorry if I'm not explaining it well, I just woke up.
Thanks as always for your feedback. As is evident, up until this point I have had basically no experience with subdivision modeling. I think I understand the issue, but I'm not exactly sure. I know I'm slightly closer at least.
Here is a quick, simple experiment I did:
I have Maya, and I tried using the Smooth Proxy tool. The cage on the left is what I was actually working on, while corresponding changes were made automatically to the subdivided model on the right. It seems that to get harder edges, extra edge loops have to be added to the cage. I had heard of subdivisional modeling in the past, but I wrongfully assumed that it was only meant for organic objects etc.
Is this what people are referring to?
That's the idea, although it's not always that easy.
Practice on that model, try to figure out where the edges should go.
Adding extra loops is pretty much the norm when subd modeling, especially hard surface.
Did you do any booleans for your holes, in the first example?
http://boards.polycount.net/showthread.php?t=56014
I read through it one day and found it to be an excellent resource for sub-d modeling