I'm currently working on a breastplate for my modeling class. Here's what I have so far on my high poly model and I'll be posting a low poly sometime tomorrow. Crits are appreciated.
And here the reference I'm basing my model on:
Once again, crits are appreciated.
I need them to live.
Replies
A shaded wireframe would be nice, but considering the modeled ornaments, I doubt it would be pretty...
Thank you for the input. So basically I should just try normal mapping all the surface detail for the high poly to low poly as opposed to modeling the little detail on the high poly and projecting it onto a low poly? I'm still a noob at modeling. Every bit of input helps.
it could all be floaters, no need to model it as a solid piece
Here's my in-progress low-poly. I'll post a full low poly later as soon as I'm done.
Everything you see on the armor is floating geometry. None of it is extruded or beveled.
Also, if you are going for reproducing it as closely as possible to the original, you are fairly off in most areas, but I'm guessing you aren't going for that?
But everything is still very, very sharp, which will never show up on a normal map correctly as theres no angles for the normals to work with.
I was under a time constraint. I'm going to be adding more detail though.
I see quite a few smoothing/polygon errors here and there and there isn't much detail there to capture, and what is there will probably be hard to capture when baking.
You might have better luck using a stencil or alpha brush and just putting the detail in a sculpt?
Ohhhhhh. I understand now. I didn't know sharp edges were that big of an issue in normal mapping. I'll go back and smooth them out a bit. Thanks.
Well, if they are talking about the high poly, yeah. I don't recall running into problems with high poly parts being a bit sharp. I know that my low poly model still needs some beveling/chamfering. If they were talking about my low poly, then I already knew that. Perhaps I misunderstood which of my models they were referring to.
High Poly:
Low Poly:
High Poly
ps. Low poly has a LOT of wasted faces, like a ton. As you can see a lot of front detail is mostly flat, so you would not really need so many vertical divisions.
Also, can you show the wires of your high poly?
Thanks for the crit. I'll go back and take care of those edges in my low poly. I'll post another iteration of my high poly + wireframe later today.
I finished my texturing for the most part and put it into unreal. Crits welcome.
Even though this is a final project render, I will continue to improve this. Crits are still appreciated.
You should also try the marmoset engine, its free and really simple to use.
Keep up the good work!
Thanks, man. I'll continue making adjustments to my diffuse and spec map.